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Racer Free Car Simulator
#122
Отправлено 05 Апрель 2009 - 11:27
#123
Отправлено 05 Апрель 2009 - 20:59
#124
Отправлено 06 Апрель 2009 - 04:49
Эх, помню наработки этого сима 4-5 года...
#125
Отправлено 07 Июль 2009 - 21:41
#127
Отправлено 08 Июль 2009 - 01:55
#128
Отправлено 08 Июль 2009 - 06:55
#129
Отправлено 14 Июль 2009 - 20:07
Список изменений в новой версии:
Цитата
-----------------
- Modified sky_daynight*.cg shaders to correctly include 'night' parameter and night texture cloud coverage
- Removed dbg_stats.frame_line option. I never used it.
- Bugfixes in the AABB tree for collisions; the tree was not really optimal.
- Bugfix in splines for looped tracks; there was a problem at start/finish after some optimizations.
- Ctrl-Shift-F didn't always jump forward. Now jumps at least one spline forward.
- Added more possible load in Pacejka player to simulate truck loads for example (30kN).
- Added car.ini engine.idle_throttle to set non-zero throttle for carburator engines when coasting (for idle_method=1).
- Integrated views.ini painting into the scene graph, so interior dials shouldn't disappear anymore
- Added inidiff.exe tool to compare 2 ini files logically (based on the variable tree, not textually)
- Added .shd file shader<x>.layer<y>.alpha_to_coverage option to use alpha-to-coverage. Useful for unblended grass without sorting.
- Added track special.ini's gfx.fog.extinction_factor to set atmosphere fog 'density'. Normally 1, >1=more haze
- Added 'extinctionfactor <v>' script command to manually set the factor.
- Added *.shd shader<x>.tangents setting that determines whether tangents are used. Normally 0 but set this to 1 for bumpmapping for example.
- renderer.use_vbo=1 works again. Slightly faster on my machine.
- Added mirrors.texture.lod_factor (set to ~0.1 for example) to set LOD factor in mirror
- Track spline tangent handling has been slightly modified for just a bit more smoothing
- Added 'lights on' and 'lights off' script commands to turn on/off car lights.
- Added ghost car support; see racer.ini's ghost section and http://www.racer.nl/tutorial/ghost.htm
- Added 'standard_wave*.cg' shaders for waving flags based on texture coordinates.
- Experiments with Newton physics library (you need a specially compiled exe though).
- Tracked modified to offset movable objects using 'offset_dyn' instead of 'offset' (for Newton collisions with dynamics objects)
- Removed data/cars/default/car.ini engine.inertia.final_drive; it's obsolete.
- Added geometry.ini movable flag: add 1024 (Newton only) - also settable in TrackEd
- Added gfx.show_movables_bbox option (Newton only) to show collision shapes of movables.
- DOF reading skips GHDR flags; there were some very old models with bugs in this field.
- Added car.ini body.model_collide for collision 3D model (Newton only)
(новая версия)07-07-09: Version 0.8.3 is available at the beta download page (Windows). It adds ghost cars, it tests the Newton physics engine (instead of ODE) and adds movable track objects.
06-07-2009 - Moving cones

I've been experimenting with another physics library; Newton (I've used ODE - Open Dynamics Engine upto now). The nice thing is that is has relatively stable triangle soup collisions, combinable with a number of collision primitives such as boxes & convex hulls.
I've split up Carlswood's cones to be able to move them separately (as you can see above). This took a small roundtrip through 3D Studio Max and some juggling with material names to get things right.
A new collision system does mean renewed issues, such as bounciness, elasticity etc. I know that multiplayer won't work currently, since it will probably collide the cars to eachother; for that to work I need to add the sense of materials (something built-in in Newton).
29-05-2009 - Ghost car
A start has been made with implementing ghost cars. Only really useful when you're driving by yourself, but fun nevertheless to compete with yourself. Frustrating at times too. ;-) See the Ghost tutorial page for more details.

07-05-2009 - Alpha to coverage
Everyone who's ever done a track knows about the problem with alpha-sorted polygons. Blending trees nicely has always been hard. The best in Racer sofar, more or less, was to use alphafunc on an alpha-blended polygon and blend it anyway (keeping depthwrite=1, so writing the Z-buffer). Still, this leaves edges visible. Some rFactor tracks use a technique with 2 passes; the first with alphafunc, to depthwrite the opaque parts of the tree; the 2nd pass only for the semi-transparent parts without Z-buffering. That gives sorting errors at the edges of the leaves, but those are less noticable.
I'm now investigating alpha-to-coverage, a technique only useful when using multisampling (but you should be doing that anyway in 2009). The alpha values of the pixels are transformed into a pixel write mask that determines which pixels should be updated. Since it's multisampling, the output is not bad at all.
A 100% view follows of the trees in CarlswoodNT with alpha-to-coverage. To do this, I took out (in track.shd, for tree materials) the 'blendfunc=blend' line, I added 'alphafunc=gequal 1' and 'depthwrite=1'. As you can see it looks transparent. The nice thing is that you can Z-buffer things (depthwrite=1), so you (or rather, Racer's graphics engine) no longer need to worry about sorting issues; the Z-buffer will take care of that.
For this to work, I added racer.ini's renderer.alpha_to_coverage. If set to 1, it will use alpha-to-coverage when you have an 'alphafunc' defined.
Сообщение было изменено Раз Два: 14 Июль 2009 - 20:10
#130
Отправлено 02 Сентябрь 2009 - 15:48
01-09-2009 - Older motion blur in combination with FBO's
Since the Cg motion blur shaders still have a lot of trouble with moving objects, the subject came up to get FBO's working with blur_alpha (see racer.ini). That all turned out to be very easy so the new motion blur of choice is FBO's (motion_blur.method=4) and using a blur_alpha of around 0.75 (which should really be framerate-dependent).
An example is shown below. Note that bloom is a bit more apparent than in v0.8.4. It also uses live track environment mapping; v0.8.5 supports FBO's for this as well, including deciding whether it's done in 8 or 16 bit (HDR). The projected shadow uses the stencil buffer (in FBO mode) to avoid the X-ray look that plagued previous versions.

P.S.
Когда же разработчик займется физикой?
Сообщение было изменено Раз Два: 02 Сентябрь 2009 - 15:53
#131
Отправлено 06 Сентябрь 2009 - 13:08
Раз Два, 2.09.2009 - 15:48, написал:
Когда же разработчик займется физикой?
Ну надо же, кто-то наверное услышал мои слова))
03-09-2009 - Generic models are back (moving suspension)
Here's a small video showing the new & improved generic models in action. The idea is to add this car to the Racer distro, since creating all the models, aligning them and such is quite a complex job, so having an example ready will certainly help.
The model below uses 10 models per side (!): upper arm, lower arm, steering rod, axle, spring (2x), spring & damper upper fix (2x), damper upper (2x). v0.8.5 has 50 generic models present per car, and it seems you really need them.
Видео
Сообщение было изменено Раз Два: 06 Сентябрь 2009 - 13:10
#132
Отправлено 06 Сентябрь 2009 - 15:11
Сообщение было изменено evgnii__1: 06 Сентябрь 2009 - 15:12
#133
Отправлено 10 Сентябрь 2009 - 10:34
http://www.racer.nl/...ad/racer085.zip
"Ченджлог":
Цитата
plus an extra car to demonstrate it (since it's a complex subject).
Also adds HDR live environment maps,
stencil buffer fixes and more.
Появилась новая тачка.
Сообщение было изменено evgnii__1: 10 Сентябрь 2009 - 11:03
#134
Отправлено 10 Сентябрь 2009 - 16:56
Вот, как обычно:
Объявление на сайте:
08-09-09: Version 0.8.5 is available at the beta download page (Windows). It has moving suspension capabilities, plus an extra car to demonstrate it (since it's a complex subject). Also adds HDR live environment maps, stencil buffer fixes and more.
Объявление в блоге:
08-09-2009 - More generic models from the Baja (moving suspension)
Here's another video demonstrating moving suspension. The car shown will be included in Racer v0.8.5.
Видео
#135
Отправлено 19 Ноябрь 2009 - 17:55
#138
Отправлено 27 Ноябрь 2009 - 09:58
#139
Отправлено 22 Декабрь 2009 - 12:13
#140
Отправлено 08 Март 2010 - 16:47
Mitch is working on shadowmapping, nice (but reasonably expensive). Nice stuff! I'm reworking the camera system for improved director shots. This was a 1024x768 shot using 4xMSAA, 16xCSAA, live track mapping and shadowmapping with Gaussian blur (on an nVidia GTX285, Quadcore machine).
#141
Отправлено 08 Март 2010 - 18:11
Сообщение было изменено Dim.Ka: 08 Март 2010 - 18:16
#143
Отправлено 08 Март 2010 - 21:53
Сообщение было изменено Dim.Ka: 08 Март 2010 - 22:44
#144
Отправлено 08 Март 2010 - 22:17
Графики такой не видел возможно по тому что не ту версию скачал (есть версия для старых систем, а есть для новых со всеми новыми технологиями и шейдерами)
Кароче посмотри на их сайте повнимательнее какие есть версии...
#147
Отправлено 09 Март 2010 - 09:04
#148
Отправлено 09 Март 2010 - 15:35
В Ferrary virtual race играли? Графика там получше, физика примерно такая же, 3 машины, одна трасса, вроде как реальная, говорили что и мультиплеер сделают
Сообщение было изменено Dim.Ka: 09 Март 2010 - 16:12
#150
Отправлено 09 Март 2010 - 21:07
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