My Racing Simulation [Build 07]

  • Thread starter jujunosuke
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@zondaman2
Thanks i'll have a look!

@DK
Yep, its fuji speedway pit garages, i found it modern and efficient so i took many reference photos hehe.

@G.T.Ace
Its totally possible, i did it before.
The racetrack just need to be exported in a any 3D format readable by Unity.
For the collision part, i need to add it myself in Unity but if the track is well done, its not that long.
 
Cool, I'm building something in BTB now for several racesims, if you want, you can implement it once it's done. I don't really care in which game it'll be used, as long as it's clear that I created it.
 
G.T.Ace
That would be great! let me know when you have finish it.
If we use it, of course, you will have full credit.

Do you have any screenshots of the work in progress?
 
Cool, I'm building something in BTB now for several racesims, if you want, you can implement it once it's done. I don't really care in which game it'll be used, as long as it's clear that I created it.

Have you seen a Bob's Track Builder thread here? Since we're both working on BTB (or, Evo, for me,) I feel it's relevant, and may be possible to give jujunosuke high-quality tracks (elevation change, curbs, different radii in the corners... etc.)


Edit: I'm still an entire noob, and have no experience (while G.T. Ace has plenty,) but...:




This goes to show how easy it is to create tracks with BTB. :)

Full link: http://www.youtube.com/watch?v=W0AIh5g18L4

Given the amount of time I don't have, I know it could be much better.
 
MrMelancholy its a very good idea!

Those who have worked on BTB racetrack are very welcome!
I would be more than pleased to include them for the next build.

As i am working on improving the car physics, the fact of being able to test the cars on many different tracks is something good and it would help to improve the tire model a lot.

On the previous demo i made, the test racetrack was completely flat.
So it was not the best condition to test suspension and many other stuff.
 
Well, I'll try to remove the bumps/errors from V1.0 Watermelon Valley.

Then, I'll allow you to download it and try to work with it, to put in your game.
 
G.T.Ace
That would be great! let me know when you have finish it.
If we use it, of course, you will have full credit.

Do you have any screenshots of the work in progress?


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By the way, I don't have plenty of experience, that's my first project.
Working on it since ~a year now though.
 
Lol, both MrMelancholy and G.T.Ace have made very technical racetrack ;)

So GT, i guess this is a rally event track right ?
Would be nice to test and improve 4WD physics on this one.
I love the path among the trees, good job how you managed to place them in a non redundant way. :)

I didn't put it on our website yet, but we are going to implement few 4WD cars in the next demo.
Here are screenshot of the finished cars in Blender viewport.
Cars have no wheels because they are on a separated file...

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And few more non 4WD but cool cars anyway.

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Wow, this is turning into a very great selection of cars, it sorta reminds me of simraceway. Keep up the good work 👍
 
I forgot to post few of them.
We plan to add them all in the next build (Build 06).

So we will have a total of 20 cars playable.
Most of them are supercars at the moment, but we will also make some more casual "everyday cars" later as well.

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jujunosuke
I forgot to post few of them.
We plan to add them all in the next build (Build 06).

So we will have a total of 20 cars playable.
Most of them are supercars at the moment, but we will also make some more casual "everyday cars" later as well.

Hats off to you guys you are doing a fantastic job.
 
@SimonK
Tell that to my friend who modeled these cars from scratch and with passion and love for automobile and he will not be very happy hehe.

My friend have great experience with cars and modeled a lot of them before being able to reach this quality.
If you want, in the future we can post more details of the modeling process of each cars.

Talent is not reserved to big companies!
Believe me, there are a lot of Indie modelers that can produce models that are better in every aspect compare to high budget companies.

Our model are mid poly tho, around 30k for each cars, which is far behind forza4 or GT5 who have models around 100k if i am not wrong?
 
forza4 or GT5 who have models around 100k if i am not wrong?
Up to 500.000 for showroom/Autovista and around 150-200.000 for in-game models.
This includes interiors though.

EDIT: I'm talking about full LOD here, lower LOD levels have far less of course.
 
I can't wait to play the next build, but I'd like to see a dynamic racing line. I always seem to be braking too late for corners. :ouch:
 
In the OP it says you have air resistance.

Is this a numerical value that you input? Or is it based on the 3D model?
 
@G.T.Ace, thanks for those precisions!
obviously our models are really less detailed, but our priority is to make the game playable on a wide range of computers.

@DK hum, we will think about it :D But taking the wall, or ending in the grass is the best way to learn when to brake hehe ^^

@gogatrs Air resistance is basically a numerical constant, and then the drag calculation are related to the size of the rigidbody.

That mean that every cars have different impact on air resistance related to the size of their body.

But for some cars that have complex body shape with great aerodynamics, we can customize the value of the air resistance constant.
 
@G.T.Ace, thanks for those precisions!
obviously our models are really less detailed, but our priority is to make the game playable on a wide range of computers.

@DK hum, we will think about it :D But taking the wall, or ending in the grass is the best way to learn when to brake hehe ^^

@gogatrs Air resistance is basically a numerical constant, and then the drag calculation are related to the size of the rigidbody.

That mean that every cars have different impact on air resistance related to the size of their body.

But for some cars that have complex body shape with great aerodynamics, we can customize the value of the air resistance constant.

Air resistance thing: very cool! Did you know that you can find Car and Driver's (magazine) data for these cars? Or use Wikipedia?

Edit: Also, given that you can play around with the "value of the air resistance constant," does that mean you can have to different values on one car? I.e., one with an air-brake (Bugatti Veyron/SLS AMG) and one without (while it's inactive?)

I mention that, because it'd be a lot easier to base it off of frontal drag area, and/or the drag co-efficient of each car.

Best way to learn when to brake: It's okay to hit a wall with a restart button.

Wide range of computers: I can easily run everything on maximum settings; But, if you offered PC performance adjustment things... 💡
 
working on some assets for the next release. (Build 06 at the end of this month).

Are driving physics among them? I'm not sure if you're making an arcade game or a simulator, really, and I'd also like clarification of that, please.
 
MrMelancholy, thank everytime for your participation in the thread.

Sorry if it was not clear, i also made some good progress on the driving model and improve it a lot since last time.
So, the next build will come with the new track we are working on + driving.

I work my best to achieve a simulator and not an arcade game.
But there are a lot of simulators available today and each of then have a different level of realism.

So, maybe like pCars, the driving model and realism will evolve with the build.
Hopefully, i can hear some good feedback from you guys and improve the driving model.

The actual model is not complete yet but it has all the most important features to be playable.
And honestly even if its not finish yet, it is already very fun to play!
There are already some understeer, oversteer, good car inertia, handbrakes etc...

I hope i can upload some videos about the driving soon.
 
Okay. Peripheral support yet?


Not pressuring, I'd like to be a tester; and I'm free, too. :lol: I just need to know whether to try to hook up my 360 controller, my G27, or use my keyboard, then I'll get out of your hair and test your builds from behind the scenes. :)
 
I believe if you guys work hard enough you can obtain GT4 to GT5 realism, possibly even higher if you are set on achieving it. As you already know; us people here at GTPlanet will be more than happy to help you and give you feedback.
 
@MrMelancholy Yes, i plan to buy a wheel to test my game with it, but racing wheel will not be available for next build. We have to wait a little bit more.
However, i plan to make PS3 and 360 controller available. (Keyboard also).

@Brutaka yep, i am a big fan of the GT series, but for the car physics i am targeting "Enthusia professional Racing" level.
 
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