22-08-2014 Racer v0.9.0 RC10 released
Fixed DirectInput for steering wheels, TrackEd splitter separately splits according to geometry flags.
This is a feed describing progress in the development of Racer.
Fixed DirectInput for steering wheels, TrackEd splitter separately splits according to geometry flags.
I'm working on making a more dynamic track camera system. Video available.
Mitch is working on cascaded shadow mapping. Screenshot available.
v0.8.5 will have 50 generic models available for each car. A video in the blog shows it in action.
FBO's now support an older version of motion blur.
Experiments with the Newton physics engine for movable objects.
v0.8.3 will add ghost cars to compete with yourself.
An alternative to blending with all its sorting issues is Alpha-to-coverage.
New goodies; alternative engine idling method, improved bloom, DDS supports and Cg 2.2.
A new export format has been created that directly exports to Racer. Probably requires Racer v0.8.2 for DDS support.
I've added a DDS loader for images loaded in .shd files. Support for uncompressed, DXT1, DXT3 and DXT5 is now present. Useful for improved mipmapping.
I've modified the suspension system to more logically keep the tires within minlen/maxlen and accept precompression without the precompressed spring forces being added to the car. The solution is reboundstops which push the wheel back when it goes beyond maxlen.
Since RaceSimCentral is taking a long time to get their forums backup, a new temporary forum has been opened at RaceDepartment.com. Thanks to Bram Hengeveld for setting it up!
Brendon Pywell has announced that BTB will soon support Racer as an output format, next to rFactor tracks. This is great news for track modelers!
V0.6.5 still had problems with non-Cg capable cards. v0.6.5.4 may fix that. For people with good video cards are better off using the v0.7.x beta's, which look far nicer.
Adding GPU-based mipmapping can give you the average brightness of a scene fast.
I've managed to get a 16-bit HDR buffer running, while also adding a bloom filter.
Other cars can now have their names floating above the car. Also, work was done on motion blur using FBO's and Cg shaders.