Well hello, it's been a while since i last posted here.
Introduction:
Anyway my name is Ravel Tammeleht and I am programming a car simulation system all by myself.
It's named MoDyEn, short term for Motorsports Dynamics Engine.
The goal of this is to simulate each aspect of a car to get a realistic feedback of the car(obviously). But as for showing of the physics, I'm demonstrating them with a litle game project, it's named Project Sideways. As you can figure out i am aiming at sideways racing ie. drifting, because drifting is where simulation gets hardcore and fun in the same time.
About the system:
(+ featured, - not yet featured)
Since I am not an artist, I need to use media from other games or from artist donations found on the net. Altho I designed car gagues from scratch in photoshop (inspired by NFS Shift)Engine
+ torque curve or KW/NM range
+ engine friction
- starter
- stall
- turbo simulation
Transmission
+ unlimited gears
+ gear ratios
+ true clutch simulation
+ transmission friction
Differential
+ differentials (FWD,RWD,AWD)
+ types (LSD)
Body / weight
+ weight distribution
+ mass
+ inertia
- damage
Aerodynamics
+ air resistance simulation
+ wings
Suspension
+ springs
+ shock absorbers (bump, rebound)
+ stabilizers
+ toe angle
+ caster angle
+ camber angle
+ ackerman effect
+ steering lock
+ type (McPherson)
- axle damage
Tires / wheels
+ friction model (pacejka)
+ friction combining
+ mass
+ radius
+ inertia
- Gyroscopic effect
Braking
+ front / rear torque distribution
Steering
- force feedback
Aids
+ auto shift
+ auto clutch
- TCS
- ABS
------------------------------
Visual effects
+ skidmarks
+ smoke
+ fresnel. metalic, candy reflection shader (paint, glass)
+ collision sparks
+ fading brakelights
+ backfire
- surface dependent effects
- visual deformation (damage)
- light flares
Sound effects
+ engine pitch (3 on samples, 3 off sample)
+ tire squeal
+ road roll
+ collision
+ turbo
- multiple engine samples
Track
+ timer (total, best, current)
+ checkpoints (finish, checkpoints)
+ surface params
Surface
+ friction factor
+ rolling resistance
+ bump wave length
+ bump amplitude
- rolling drag
Record event
- replay
-/+ ghost car
Ai
- hotlap
- drift
Dash
+ tacho
+ speedo
+ boost
+ timer
Demonstration:
here is a screenshot of the current demonstration version
The car model is from back in the day modeled by Stecki, an amazing lowpoly car model.
The track is a property of EA games, as a placeholder.
Since I am currently programming it in Unity3d it's easy to provide online demonstrations.
heres a browser demo: MoDyEn
Current setup is a quite stock mustang 2005 with a engine of:
278.2rwhp@5800 281.6ft-lb@4400 (source Pop Hotrod 1.355)
Since the car has no TCS and the differential is Vicious Lsd, the car tends to naturally drift because of the powerful engine.
1,2,3 change cameras.
A G25 steering wheel is featured, but there is no force feedback at the moment so the result might not be that satisfying.
Request:
I'm searching for some solid media (Acurate tracks mainly because I allready have some car models to mess around, but new interesting donations are welcome!) that I can use to demonstrate my future releases, so that there would not be any copyright problems, even thou I am releasing the demonstrations free. Now, I can not pay for the artists since i'm not having a job right now.
My most critical request right now, would be a car show room or a garage, for car selection and menus etc.
Have a nice day!
Ravel Tammeleht
Contact me via email if you want me to respond asap.
ravelolen@hotmail.com



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