You must have seen 1.0? Right?
http://www.youtube.com/watch?v=uNodQ2FB1uE
I wrote that back incorporating Newton 1.x and TrueVision 6.3 – was a really cool project – had a lot of fun, but it sucked.
I present to you the thread documenting my progression on the Advanced Vehicle Simulator 2.0 project. I’ll be using this thread more so like a dev blog than anything else really, so feel free to comment, ask questions and I’ll do my very best to answer in good time.
- micro
DevLog March 24th 2010 –
Had a quick look at this spike last night, not something we can work with going forward.
A lot has changed in the car racing game genre in two years, the kind of graphical display, physics interactivity and general feel is far beyond what we had as requirements back then.
I’ll be looking at building a tech demo from the ground up while not on the E8 project – just to keep the skills sharp and enthusiasm there.
DevLog May 10th 2011 –
Some great news. A new tech demo is in the works. I’ve been coding away at a new semi framework to pick up where AVS left off.
DevLog May 17th 2011 –
It’s my birthday. I also battled a bit with some of the AI, still working on this but so much to get done.
On another note basic physics is working… let me re-phrase, not too basic at all really, true to life in many ways – vehicle performance is matching real life values.
There’s always a but however and this time the but is that the damn implementation relies on frame rate refreshes – meaning it’s coupled to FPS, simulation rates coupled to FPS is never a great idea (stepping differs from machine to machine).
For now I’ll hack around it, will need to find a fix and soon!
DevLog May 17th 2011 –
Still my birthday, no one has sung to me yet… this is good. I have however managed to give an example of the bezier implementation for AI paths. Still some bugs to work out but it’s progress. Huge thank you to the articles provide by Mr H. Tulleken (Senior Developer at I-Imagine Interactive)

AVS 2.0 Bezier Path Follow, baby steps of this development
DevLog May 25th 2011 –
We’ve done it! (The collective we) AI is in (first phase). 3 driver modes. They follow the track lines perfectly as expected.
DevLog May 30th 2011 –
I hope to have a small tech demo up soon with further advancement in the quest of super cool AI.
DevLog June 23rd 2011 –
Almost a month has passed. I am back with a massive update though.
Done list:
- Basic player HUD displaying current gear, speed, rpm and control systems are in place.
- Control systems that have been implemented are: automatic and manual transmission selection, traction control and stability control.
- Control systems that have not yet been implemented completely are: abs braking system and one or two other surprises.
- AVS is now making use of Pacejka’s “Magic Formula” for tyre simulations. If anyone want’s to read more on the subject, click here: http://ti.mb.fh-osnabrueck.de/adamshelp … e_home.htm
- Basic AI drivers have been added, working on an editor type system controlling some behaviour.
- Basic sound processing has been added. SOUND ENGINEER REQUIRED.
- Royalty free artwork has been used for all tests. ARTIST REQUIRED.
- NPC units are scriptable and can be added at any point to the game.
Stay tuned, progress shots will be showcased when the time is right.
DevLog June 27th 2011 –
Done list:
- Basic timing system introduced, very crued and no fancy lap system (still a thought at the moment, no immediate plan to incorporate yet – ideas welcome).
- Improved on the basic HUD with some g-force statistics (toggle on or off). Will be moved to it’s own telemetry screen.
- AI drivers are now not so basic, new behaviour controls available for scripting more on AI tempremant.
- Track layout has now become a whole lot easier full on track racing line editor complete with scriptable properties.
A meeting is required between Toasteding and myself this week so we can finalise specifications for artwork. Sound engineer still required, we pay in beers
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