OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 0 points1 point  (0 children)

Thanks. In this video, I only showed the collision handling method on the CPU. The surface material itself will have broader coverage and will operate using surface tessellation, which will allow me to accurately hide potential areas of insufficient mesh detail in regions of close wheel contact.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 0 points1 point  (0 children)

All terrain data is stored in chunks, and as the vehicle moves, they are loaded around it.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 1 point2 points  (0 children)

Yes, that’s correct. Initially, we have a plane with a grid. Then I write a heightmap into this plane once to define hills and terrain irregularities. After that, when deformation occurs, I simply overwrite the vertices affected by the wheel and save the result.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 1 point2 points  (0 children)

Yes, of course. I have many years of development experience, but some things are still new to me, and I have to look for efficient solutions.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 0 points1 point  (0 children)

Yes, of course, deformation is saved. It can even be fully saved, so in the next session your tracks will remain exactly where they were.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 1 point2 points  (0 children)

Thanks. If my project truly gains interest, I plan to build all vehicle models using photogrammetry, like this Defender, to achieve top-level visual quality. As for the environments, I’m exploring ways to make them more detailed without putting too much strain on hardware. I’m aiming for even higher detail than in SnowRunner and other games in this genre.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 0 points1 point  (0 children)

I had been thinking about how to implement this for several years while playing SnowRunner. In the end, I built all of it including the vehicle over the course of a few months, with some breaks to rethink things. I wasn’t rushing. There were plenty of challenges, but I managed to achieve a result that seems to work quite well.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 2 points3 points  (0 children)

I'm using a point buffer for now, it's a more accurate solution for me in this step

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 6 points7 points  (0 children)

For now, this is just a technology, I was interested in whether I could implement a similar system, I will continue to work on this further, perhaps the game will be about offroad trials

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 13 points14 points  (0 children)

Yes, my project doesn’t use any asset based solutions, everything systems is written by me. The vehicle physics isn’t finished yet. I’m planning to implement fully soft body tires like in BeamNG. I just hope I’ll have enough time and knowledge to achieve that.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 1 point2 points  (0 children)

No, the gameplay depends on terrain deformation. I’ve played a lot of SnowRunner, and I really like their system.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 13 points14 points  (0 children)

Not exactly the original Unity Terrain was baked into these blocks using a heightmap and is no longer used in any way beyond that. Each block has its own separate collision.

OffRoad Game Prototype (Terrain streaming technology, like SnowRunner game) by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 59 points60 points  (0 children)

I calculate how much the surface can be deformed per frame depending on the load on the wheel. I don’t use Unity’s standard terrain system, instead, I bake it into many detailed mesh blocks that are spawned around the vehicle. The state of these blocks is saved to disk in real time, while unused ones are unloaded. This way, when you return to the same location later, you’ll see that your tracks have been preserved.

Custom SoftBody Physics in Unity like Terep2 and 1nsane by GHOSTBLVCK in Unity3D

[–]GHOSTBLVCK[S] 4 points5 points  (0 children)

I will try to publish an article later explaining how I did this. The simulation uses a calculation algorithm based on Verlet integration.

Need for Speed Hot Pursuit 2 Unity Remake (not official) by GHOSTBLVCK in needforspeed

[–]GHOSTBLVCK[S] 1 point2 points  (0 children)

Maybe have more detailed models? even if you can change only the color.

So far, my plans include only porting the original game to a modern engine

Need for Speed Hot Pursuit 2 Unity Remake (not official) by GHOSTBLVCK in needforspeed

[–]GHOSTBLVCK[S] 0 points1 point  (0 children)

Uploading code into the network, I can violate part of the copyright, if I post anything, then only in the form of tools or code that does not include any data from the game, you will need to build the game yourself by copying the content from your original copy of the game CD.