Let us Talk about Vehicles.

A place to discuss everything related to Newton Dynamics.

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Re: Let us Talk about Vehicles.

Postby pHySiQuE » Mon Oct 26, 2015 7:47 pm

Well, we still love you Julio, and Newton is going to be in that book! :mrgreen:
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Re: Let us Talk about Vehicles.

Postby Stucuk » Mon Oct 26, 2015 10:22 pm

Julio Jerez wrote:I can't force anyone to say they use the engine in their products.


Thats one of the reasons why i posted a New Website Concept in the SDK forum (Which no one has bothered to even reply to). With a more professional looking site, and one which shows off games/etc which use Newton you give people a reason to promote newton (And newton looks a better option because you can show people what it can do).

When a person looks for a Physics Engine most are not going to bother finding reviews by the "Experts" they are going to look at the site to see if it looks professional and they are going to look for videos showing off its features. Website is the first thing people see and is the most important bit.

The current website works as a forum but the other sections are randomly stuck on. Videos bit can even crash a browser with the large amount of videos all loading at once (Its also just a forum thread which doesn't give a good impression).

P.S I would be more than happy to donate my time to knock up the HTML for the website concepts if you liked them (Even if you hated them it would be nice to know one way or the other).
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Re: Let us Talk about Vehicles.

Postby Julio Jerez » Tue Nov 17, 2015 9:31 pm

I just saw a review of SOMA in game spot
http://www.gamespot.com/reviews/soma-re ... 0-6416245/
they got 9 out of 10. and most other reviews are in the high 80's and low 90's percent, although I saw one that game then 5 out of 10.

the reviewers bend over backward to figure out ways to not mention the physics engine is used in the game. These is what one of the reviewer says:
The game is viewed from the first-person, and you interact with the world in a brilliantly physical way. Click on a door to grab it, then push with the mouse to shove it open. Click to take hold of a switch, then pull back to yank it down. Anyone who played Amnesia will be familiar with this. Everything you touch, push, pull, and pick up feels heavy, tangible. There are no weapons, gadgets, or tools to help you, and you can’t fight back. All you can do is run and hide. It’s a resolutely minimalist game, but with lavish production values that make it feel much richer than it really is.

here are quote from other reviewers:
The game starts innocuously enough as you get to explore his apartment and see all the remnants of his ruined relationship (and life) around the place. Much like in AMNESIA, SOMA allows you to pick up and play with almost every item in the world thanks to a great physics engine, and by searching around through all the drawers and exploring all the pictures and notes left around, you’ll learn more about who this guy really is.
You play the game in first-person perspective as Simon Jarett who comes across an underwater station PATHOS-2. The game has really impressive graphics and extremely advanced physics engine, which allows you to manipulate most of the items in the game world. SOMA was released for PC and PS4.
I wander around, read a lot of email, listen to a lot of audio recordings. The plot I pick up, the bits and pieces, notes and photographs, fits with the rogue AI theme, but nothing surprising comes up, either from a horror or plot standpoint. I find that I can pick up and put down or throw just about anything: chairs, tools, cups, books. There’s an impressive physics engine running underneath it all, and these objects when I throw them around collide with one another in a believable way - ...
The reviewers use colorfulls adjective to describe mysterious "Great, Impressive, Physics Engine", but some how no name in any review. Can anyone imagine these reviewer omitting that point if this "no named great physics engine" was Havok or PhysX.
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Re: Let us Talk about Vehicles.

Postby Julio Jerez » Wed Mar 15, 2017 3:53 pm

Ok guys remember when I said that my goal with the vehicle was something like this?


I believe this is the closer I have gotten so far.
is possible to make the proverbial 360 degree perpetual doughnut, larger drift effect are a lithe harder because with keyboard control the steering and power is always all or nothing even when applying low pass filter to the input. applying low pass filter to the input is a mistake anyway.
if you drive straight and you turns wheel one way, and then flip the other it can do a long radio drift
like Doc Hudson Hornet teaches to Lighting Macqueen.


There are still some hard code values that I have, just for the purpose to finding a sweet spot that makes there vehicle enjoyable to drive, later I will move that to the initial set up, other than that, Everything emerges from the rigid body physics and the tire model with not hacks.
With the later commit I made the camera fixed so that we can check the drift effect.

With an editor I believe people who likes that kind of stuff can get much better result that I can.
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Re: Let us Talk about Vehicles.

Postby Neill3d » Sat Mar 18, 2017 3:54 pm

Hi Julio,

the latest update with a drifting setup is really fun. It looks a little bit arcade, I was trying on keyboard and I think with a keyboard input it should be arcade. Interesting to try on something like xbox joystick where there is a possibility to better control the input values.
I like drifting and I'm practicing it in a real life... but hard to say about your drift car setup, because personally I had never drive such a strong car. Interesting to check the behavior with a less power engine setup.
Btw, I was trying to press L to lock\unlock differential and I couldn't really see the difference. Is the property connected to the car simulation ?
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Re: Let us Talk about Vehicles.

Postby Julio Jerez » Sat Mar 18, 2017 4:45 pm

Oh, thanks for reviewing it.
I agree with you, I think it will feel a little of the arcade side for various reason, the controls been the worse.
Another thing that add to the problem is that the engine is too powerful, and the car model is perhaps the worse aspect ratio for a sport car, (it has been 120 years since the invention of the automobile an the Americans has not learned that the secret of a sport car is the aspect ratio, they insist in making undrivable rear wheel drive, tall, long and skinny vehicle frames)
I took the model parameters as a the challenge of the worse possible model: lots of power, rear wheel drive, keyboard control and a really bad car chassis design, to see if it can be modeled physically in real time. I tried to make it as realistic as possible by talking the information from 1992 Viper data sheet.
It is very difficult to make a judgment but I believe that improving any of those will make the vehicle quite nice to drive overall.

I am with you there, I can't tell how close to reality if feels, because I have never drive a powerful car. My car is a Nissan Altima with 170 hp, and a continue transmission that makes it feel like 70 Hp. Before that I had a Ford Escort that felt like a scooter. I have not hope to ever drive a powerful car since I am an environmentalist, so the only hope is simulation.

But the one thing I can tell is that Powerful sport cars do feel arcady when people drive then to make for tire burn slide and drift. The reason is that, on that regime the vehicle is unstable and is very hard to control.

Regard the differential, you are right is active all the time, later I will enable the lock key.
the reason I made like that is because those vehicle do not really allow the driver to disable the differential. But you are right if we have the option why no expose it.
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Re: Let us Talk about Vehicles.

Postby Neill3d » Tue Mar 28, 2017 9:06 am

If you are environmentalist, that's true you will not buy any V6\V8 rear drive car. But I think to feel yourself how it is, you could pass a one hour test with instructor. It's a great fun and I think you should have such an entertainment in your city or nearby.
As for me, I have bmw 5-series e34 with manual transmission, it has around 200 horsepower. The center of mass and mass of a car is not ideal for drifting, but not too bad. And my stock wheel turning angle is not too bad for drift (I'm dreaming to increase turning a bit). when rainy I could do a lot of fun slides on first or second gear (donuts, figure eight, etc.). And I have rear 25% locked sport differential, here is a video on my first try after install it - https://drive.google.com/open?id=0B83XZ3TC_S6PcVRGNkVLOExiVHM
On a free time I'm working on the integration your car physics into MotionBuilder. I hope soon to update plugin according to your new changes and I'm really interested to see how it will behave. I would like to try to record some drift animations with bmw e34 model.
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Re: Let us Talk about Vehicles.

Postby Julio Jerez » Tue Mar 28, 2017 11:12 am

when rainy I could do a lot of fun slides on first or second gear (donuts, figure eight, etc.). And I have rear 25% locked sport differential, here is a video on my first try after install it - https://drive.google.com/open?id=0B83XZ ... kVLOExiVHM


Ha very cool, your car drift very much like the car in the demo. That make me feel as if all the effort is no lost.
I noticed that when you do the donut maneuver for a brief moment, once you are spinning, you can turn the wheels straight and the car still keep drifting.
In the demo that behaviors is actually reproduced, for awhile I thought was wrong behavior but that after watching many youtube video I see this is actually correct. :D
That seems a good sign.

I am looking forward to see your motion builder integration.
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