For example, if a car is halfway through a slow barrel roll and something smashes into its front corner from underneath, the front of the car may twist relative to the rear. It’s also possible for the vehicle’s inertia to cause twisting if the impact is heavy enough. When one part of a vehicle can’t move because it’s trapped against something solid, forces are then applied to points a distance from the trapped part so that it will twist independently. Twisting is rarer and somewhat trickier to implement. We engineered a bespoke tool, which simulates the buckling of metal, that even works on console when six cars are being smashed up at once. If the car has sufficient momentum, parts of it carry on moving after the collision, causing it to wrap around the object that it hit. Buckling, meanwhile, occurs when the car is ‘wrapped’ around an axis – such as when it hits a lamppost or is ‘T-boned’ by another car. For example, a car might be sandwiched between another vehicle and the environment, where the desired result would be total car concertinaing, twisting, buckling or even splitting.”Ĭoncertinaing is when a car is squashed-up in a single axis – for example, if it is rammed against a wall. “During the crashes, as well as general panel damage and pieces coming off, our system had to be able to cope with massive impacts to a car. “None of the other tools met our standards, so we engineered a bespoke one, which really simulates the buckling of metal – but does so fast enough to work on a console when six cars are being smashed up all at once,” he says. In the end, the programmer decided the panel damage algorithm needed to be written from scratch. BUILD IT UP, BREAK IT DOWNĬloth simulation and physics-based destruction has come a long way since 1997 so, to begin with, Buckland researched off-the-shelf tools and solutions that might benefit Max Damage. “By mimicking this basic structure, we could better simulate what happens when the car was subject to impact,” Buckland explains. Car models were built up from individual pieces in a manner similar to the construction of actual cars, and then virtually welded together like a monocoque. Replicating real car damage meant the team had to design the vehicles as realistically as possible. Looking back at that specification document, we ended up with at least 95 per cent of what was a very ambitious wishlist, all now present and functional in the game.” “A lot of reference material was taken from actual car wrecks, with the target of replicating everything that happens in real-life. So right at the start of the project we took a step back to spend time specifying the ‘ideal’ car damage system. These were obviously woefully inappropriate for a top-flight game in 2016. “The techniques used in the original damage system were written for a prototype in 1994, and so actually predate Carmageddon. “As the programmer who developed the original car damage system, I took on the task of both specifying and developing a state-of-the-art car damage system that would make the most of modern multi-core hardware in current platforms,” he tells Develop. Levels have been changed, texture rendering has been improved, pedestrians act more afraid, Steam controllers are partially supported.Patrick Buckland ( pictured), programmer and co-founder of Stainless Games, reveals the studio has held true to its tradition of using in-house core technology – a practice that dates back to 1994 – and relished the “big, juicy technical challenge” of taking things forward with Max Damage. If you take a look at the video above, you can see that there is also a bit of a graphical overhaul. The latest update for Carmageddon: Reincarnation has landed, bringing changes and fixes galore. News // 30th Oct 2015 - 7 years ago // By Andrew Duncan Carmageddon Reincarnation Post Launch Update 2
0 Comments
Leave a Reply. |