Rigs of rods car mod3/24/2024 ![]() I am also somewhat concerned about loosing creativity. Downside is that it significantly raises the entry barrier and reduces amount of artists willing to make something which fits very specific requirements, instead of making whatever they want and then sharing their work. Where each category means very specific rules and maybe some reference pieces meant to ensure compatibility. Something like opengame-3drealistic-2020 or opengame-2dtopdown-pixelart-v3. Maybe this would work better if the repository served not only dumb file storage but tried to establish set of target requirements (updated once every few years) to improve the compatibility assets. But even then what's considered realistic 3d game art has significantly changed over the years. It might be slightly simpler if you assume realistic 3d art style. ![]() It may look better to have less and worse quality but consistent assets, than more mixed quality assets. You don't want some unimportant background prop to consume more triangles than main player character. Not only 3d model can be too low quality, having too high quality can also be a problem. For example if you want a modular building parts some random assets created by different artists without targeting a specific game requirements will probably not be compatible with each other or building system in game. Not only in terms of art style, but also detail level and technical constraints. Nice looking Reshade configuration for screenshots and video. Major limitation to this idea is that for a decent looking game the assets need to be consistent. Chartreuse Shading - Texture improvement, Better Abient shading, Natural Lights Source and more A reshade config from Carlos. Note, in the video, how soft the suspensions are. Integration of stiff systems of differential equations is Not Fun. If you don't need real time, as for film work, it's not too bad. Also, you start to need double precision. This is possible, but the compute load suddenly jumps by orders of magnitude during some collisions. That's because you have to simulate what's happening on very short time scales, much shorter than a visual frame time. What's hard is doing things which have just a little elasticity. But everything looks like Jell-O, as some early Pixar devs wrote. If you make everything soft, that works OK. This is the main reason game simulations usually look wrong. This looks OK for small objects and terrible for large ones. Fully manual: stick shift with ranges This mode is mostly used in vehicles having more gears than 6. It suffers from the "boink" problem in impulse-constraint systems, there are instantaneous changes in velocity on collisions. In this mode the player can set gears 1-6, N, and R directly by the stick. Totally rigid body physics is reasonably well solved by now. It's about typical for modern physics engines.
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