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Author Topic: Ultimate terrain deformation  (Read 12539 times)

KelvinNZ

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Ultimate terrain deformation
« on: June 07, 2013, 06:07:47 am »

This has been raised by another member here recently but once I downloaded the demo and had a play I can see what the fuss is all about. Brano, how would you see this kind of technology inside Outerra?

Honestly, the video doesn't do a whole lot of justice, you have to download and try for yourself to get a feel of the earth sinking below the tyres of the vehicle



...and another


Download here (it's only about 100MB).
http://www.spintires.com/#!/demo
« Last Edit: June 07, 2013, 06:12:09 am by Kelvinr »
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bugsblake

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Re: Ultimate terrain deformation
« Reply #1 on: June 07, 2013, 07:14:35 am »

i have this too! its great fun! having to switch from 2 to 4 wheel drive and work the diff! its a great alpha! also the vehicle lights in this game are wicked! best looking lights ive seen in a game myself! would be sick if we have this tech in outerra! :D
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KelvinNZ

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Re: Ultimate terrain deformation
« Reply #2 on: June 07, 2013, 07:19:47 am »

It would indeed take it up another notch. I'm not sure whether spin tires will be a global solution it seems limited in this way. But I do like the other tech like swaying trees when you hit them and the water as well as particle system. Wonder if Brano can dissect it, like a little frog cadaver in a science lab  ;D
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cameni

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Re: Ultimate terrain deformation
« Reply #3 on: June 07, 2013, 08:57:30 am »

Going there. With the craters we made it possible to deform the terrain in real time, so in theory we could already start deforming the terrain under the wheels. First we need activate the info about the underlying terrain type and use it for friction and deformation parameters.

It's of course a bit simpler to do when you have a limited size game arena and don't need globally working physics, but I believe we'll get there too.
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bugsblake

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Re: Ultimate terrain deformation
« Reply #4 on: June 07, 2013, 10:19:00 am »

thats great news! :D hell yeah! :D sweeeeet!

i think that covers it! :)
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ZeosPantera

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Re: Ultimate terrain deformation
« Reply #5 on: June 07, 2013, 12:41:01 pm »

Getting the SLIP of the tire to coincide with the mud and terrain deformations is first. Having that act naturally is what makes spin-tires look good. As for trees getting hit and moving. When OT has 3D procedural trees they will be hit-able but not sure if you can fell small ones like that.
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Steve.Wilson

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Re: Ultimate terrain deformation
« Reply #6 on: June 07, 2013, 03:26:54 pm »

That is amazing.  The water reaction alone is mind blowing.
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KelvinNZ

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Re: Ultimate terrain deformation
« Reply #7 on: June 07, 2013, 05:33:20 pm »

Going there. With the craters we made it possible to deform the terrain in real time, so in theory we could already start deforming the terrain under the wheels. First we need activate the info about the underlying terrain type and use it for friction and deformation parameters.

It's of course a bit simpler to do when you have a limited size game arena and don't need globally working physics, but I believe we'll get there too.

This is why we need a function on the forum to "like" a comment or post.... i'll make my own, [Kelvin likes this post]  :D
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Abc94

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Re: Ultimate terrain deformation
« Reply #8 on: June 10, 2013, 01:08:05 pm »

At my first glance I thought the YouTube video was real life.  :)
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Timmo

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Re: Ultimate terrain deformation
« Reply #9 on: June 10, 2013, 10:14:39 pm »

I downloaded this last night- Great fun!
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KelvinNZ

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Re: Ultimate terrain deformation
« Reply #10 on: June 11, 2013, 02:12:11 am »

I downloaded this last night- Great fun!

Doesn't it make you think of the possibilities?
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Timmo

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Re: Ultimate terrain deformation
« Reply #11 on: June 11, 2013, 04:44:48 am »

Sure does.....I spose it goes back to the old programming adage: "Anything is possible, nothing is easy"
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