Jump to content


- - - - -

Test Mod Version B00.0


  • Please log in to reply
181 replies to this topic

#166 brr

brr

    a GPL editor

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 1,244 posts
  • Gender:Male
  • Sim interest:GPL

Posted Jan 22 2011 - 03:01 AM

View Postidentiti_crisis, on Jan 21 2011 - 05:25 PM, said:

Now, I doubt that suspension travel is the right thing to use for this, and I know that the replay only stores the data required to demonstrate the car's movements on-track, so I was wondering whether this would actually be possible in real-time, i.e. intercepting the physics data (force on the chassis) and turning it into an audio stream?

Technically its certainly possible, the sound system can use any data which is used in the physics. I've used a speed dependent road noise for now, but that obviously lacks the sort of effects you mention.

As for simulating the engine sound, all I know is that the current approach of mixing multiple samples is a bit limited so improvements would be welcome. Even when done well, the transition from sample to sample is often distracting. I don't know if full simulation is feasible, but perhaps some combination could work well in practice.

#167 Marco

Marco

    Jo Siffert

  • Members
  • PipPipPip
  • 25 posts

    Posted Apr 07 2011 - 11:21 AM

    I haven't read the whole topic, but is it possible, that in the future GPL will get a more realistic 'car problem package'? With puncture, gearboxfailure, brake failure, that kind of stuff.

    #168 PTRACER

    PTRACER

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 151 posts
    • Gender:Male
    • Interests:Motor racing
    • Sim interest:GPL

    Posted May 18 2011 - 09:33 AM

    Are you still working on this brr?

    #169 brr

    brr

      a GPL editor

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 1,244 posts
    • Gender:Male
    • Sim interest:GPL

    Posted May 18 2011 - 09:51 AM

    View PostPTRACER, on May 18 2011 - 09:33 AM, said:

    Are you still working on this brr?

    After our league season is over I'll probably prepare the next version for testing.

    #170 jonelsorel

    jonelsorel

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 156 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Jun 18 2011 - 09:47 AM

    @ brr: have you ever considered/experimented using Unity3d with this mod?

    Cheers!

    #171 brr

    brr

      a GPL editor

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 1,244 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Jun 18 2011 - 09:58 AM

    View Postjonelsorel, on Jun 18 2011 - 09:47 AM, said:

    @ brr: have you ever considered/experimented using Unity3d with this mod?

    Cheers!

    No, the renderer is not a problem (my dx11 is basically working though not hooked up with gpl at the moment and with lots of room to improve). The problem is that the existing graphics content in gpl is too low quality to provide a meaningful improvement no matter what kind of a renderer is used. The more advanced the renderer is, the more data the graphics models need to contain. The gpl graphics content (cars, tracks) have enough data only for a very basic rendering model, and there is no way to fix this except replacing the graphics content.

    #172 jonelsorel

    jonelsorel

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 156 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Jun 18 2011 - 10:20 AM

    Meaning redoing the cars/tracks entirely, new meshes, etc..?

    #173 brr

    brr

      a GPL editor

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 1,244 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Jun 18 2011 - 10:33 AM

    View Postjonelsorel, on Jun 18 2011 - 10:20 AM, said:

    Meaning redoing the cars/tracks entirely, new meshes, etc..?

    Yes, especially textures. Nowadays normal maps, specular maps, or whatever the renderer needs are standard. GPL just has the basic texture, and often with shadows and other shading baked in. Track meshes have quite low polygon counts, and cars would be better modeled using bezier patches or similar so that tessellation could be used. But I think it would be easier to do a new sim than to deal with all the difficulties having to integrate things into gpl.

    #174 Michkov

    Michkov

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 699 posts
    • Gender:Male
    • Location:Graz
    • Sim interest:I am here to spam and wish to be deleted after registering

    Posted Jun 18 2011 - 12:50 PM

    any progress on the non-graphics part?

    #175 Jhalli

    Jhalli

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 292 posts
    • Gender:Male
    • Location:Finland
    • Sim interest:GPL

    Posted Jun 18 2011 - 01:43 PM

    good test mod brr, i tested this and brake fade and pits stops seems work , could these possible to include to new F2mod too ? that would be fantastic. , ive asked Rob and he couldnt say anything.  :duh:

    #176 brr

    brr

      a GPL editor

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 1,244 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Jun 18 2011 - 02:01 PM

    View PostJhalli, on Jun 18 2011 - 01:43 PM, said:

    good test mod brr, i tested this and brake fade and pits stops seems work , could these possible to include to new F2mod too ? that would be fantastic. , ive asked Rob and he couldnt say anything.  :duh:

    In general the point of the test mod is to keep adding physics and other improvements into a single framework, and perhaps at some stage "specialize" it into a specific mod by tweaking parameter values. Its not designed to be something from which bits and pieces can be extracted to other mods. The brake fade model details are known to some mod team members so they can implement it if they want to and are able to. In any case I lack the ability to do nontrivial gem+ patches, thanks to not having access to full specification and the necessary tools. Fortunately, the dll approach is much easier which is why I keep using it in the future as well.

    #177 Chad1233

    Chad1233

      Jimmy Clark

    • Members
    • PipPipPipPipPipPipPipPip
    • 45 posts
    • Gender:Male
    • Location:Alabama
    • Interests:Formula 1, NASCAR, Cars
    • Sim interest:GPL

    Posted Oct 05 2011 - 10:43 PM

    Anymore work you are doing brr? I know it is hard work but I cannot stand seeing great work go without posts for months, and it worries me sorta.

    #178 brr

    brr

      a GPL editor

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 1,244 posts
    • Gender:Male
    • Sim interest:GPL

    Posted Oct 05 2011 - 11:20 PM

    View PostChad1233, on Oct 05 2011 - 10:43 PM, said:

    Anymore work you are doing brr? I know it is hard work but I cannot stand seeing great work go without posts for months, and it worries me sorta.

    I've been mostly doing other things, but tyre model has progressed a bit. I converted the original tyre model into source code, which should make updating it much easier.

    #179 svenvangent

    svenvangent

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 2,001 posts
    • Gender:Male
    • Interests:GPl natuurlijk .... what else !
      And Projectcars perhaps !
    • Sim interest:I have no preference

    Posted Oct 06 2011 - 03:19 AM

    View Postbrr, on Oct 05 2011 - 11:20 PM, said:

    View PostChad1233, on Oct 05 2011 - 10:43 PM, said:

    Anymore work you are doing brr? I know it is hard work but I cannot stand seeing great work go without posts for months, and it worries me sorta.

    I've been mostly doing other things, but tyre model has progressed a bit. I converted the original tyre model into source code, which should make updating it much easier.
    Thank you Brr for this ,i'm very intrested in this tyre modeling you are doing  :thumbup:
    :hat-tip:

    Edited by svenvangent, Oct 06 2011 - 07:38 AM.


    #180 mcmirande

    mcmirande

      Denny Hulme

    • Members
    • PipPipPipPipPipPipPipPipPipPip
    • 724 posts
    • Gender:Male
    • Location:Tucumán, Argentina
    • Sim interest:GPL

    Posted Aug 10 2012 - 08:45 PM

    Are these improvements to be added in future mods? Are you still working on them? Do you consider to make some modification of the original cars adding these (apparently fantastic) improvements?

    Cheers and THANKS for your great job.




    0 user(s) are reading this topic

    0 members, 0 guests, 0 anonymous users

    Sim Racing Links