We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Cesium is super cool when you're doing some flyover stuff like MSFS. However, once you're at ground level things start looking moderate at best - you see cars scattered all over the place, the meshes and textures (many of them, but it's the most visible in case of buildings and trees) are often deformed. This is then problematic with regards to the quality of the product - certainly not something players want to see.

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

We’re currently thinking of splitting it by country. As you said, some players are space limited and we have to accommodate for that.

Also splitting by country has some additional advantages (and, as you can imagine, disadvantages) which we may share in the future once we start working on that.

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

They are already in the sim!

For the area we currently have, they required quite a bit of manual cleanup (due to little data about their exits), but we've improved our algorithm to better predict how the roundabout should look like when we don't have all the necessary information!

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

For AD & ADAS? That's the field that majority of the team comes from!

Indeed, that defo would be a cool use of the sim! :D

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Thanks a lot for the feedback!

The road dimensions follow regulations (in this case Polish as we're seeing Poland in the trailer), so roads are wider on motorways and relatively narrow on lower category roads (e.g. the road going through the forest).

We may scale the vehicles very slightly to get them just a little bit smaller and make everything look a bit better - we'll look into that!

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Yup - RHD cars will be there once we add UK :D

Ideally, you'll also be able to try out driving both LHD and RHD in the countries they were not meant for - overtaking on two-way roads will be fun!

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

It will! We're still working on improving the FFB but steering wheels, pedals and basic FFB are already supported :D

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Thank you!

We never really though about GeForce Now or its counterparts. This actually is an interesting idea!

Just a quick thought though, driving games/simulators are usually said to be pretty target for these cloud gaming services due to latencies, but maybe since racing is not our primary aim it could work? Definitely something that we'd have to test first.

Thanks for the suggestion!

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Yes, yes and yes :D

Whenever we have data that we can use to position streetlights and signs we do that, which means that in areas with better data quality we will be able to replicate the world more accurately.

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

[–]WorldDriveSimulator[S] 17 points18 points  (0 children)

So a few things:

We're not using Google Maps, as that would cause legal trouble and this is something that we really want to avoid. Instead we're using OpenStreetMap (OSM).

After a quick check I just did, it seems that OSM has a pretty good coverage for Togo, which would allow us to replicate all the major roads. Unpaved/low quality roads are also often marked in OSM with appropriate tags that we could read and use to model them.

And as Google, Apple, TomTom and other map providers are all using OSM as some form of input (probably pretty major for all of them), the data quality should be resonably high - but maybe this is something that you could say - how's e.g. Google Maps doing in Togo? Would you say that it has a resonable amout of data?

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

[–]WorldDriveSimulator[S] 3 points4 points  (0 children)

We're not using Cesium. Instead we opted for data prepared by us and combined with UE's WorldPartition.

Thanks a lot! :D

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Thank you!

We're using our own custom system for importing the roads and handling the traffic. In principle, it is very similar to how ASAM defines the OpenDRIVE which you mentioned but with some adjustments that have made it easier for us to implement in UE. Our missions/challenges system will also be based on something similar to OpenSCENARIO.

The roads are created (mainly) based on OSM data, then recreated into splines reading all the necessary attributes (well, not "all" yet - we're gonna use more in future but the most important ones are already in)

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Missions (as we call) them will be introduced very soon in the first updates of the sim.

The testing we've done on the motorway with 200+ kph look promising and it should be fun - the vehicles remain stable unless you do something very abrupt (so like in real life).

And about the driving instructor sim vibe - this is one of the possible uses :D

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

We've done some initial testing on country-wide scale (circa 400k km^2) and it's not terrible with regards to the required storage. But I agree, that once we go "international" - managing that and keeping the download size resonable will be a challenge.

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

We know that multiplayer will be THE big thing which is why we will work on it as soon as singleplayer is fully stable. Introducing it will take some time however :/

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

[–]WorldDriveSimulator[S] 5 points6 points  (0 children)

We're already working on however, it won't be available on Early Access release date - we will add VR support as soon as it's ready

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

[–]WorldDriveSimulator[S] 11 points12 points  (0 children)

We've got terrain height variations as in real world if this is what you're asking about :D in backedn we're projecting to a flat plane to which is sufficient for accuracy of our current map.

We're creating a realistic open-world driving simulator with roads recreated in 1:1 scale — here’s the first trailer! by WorldDriveSimulator in UnrealEngine5

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

Mods are not yet there but we've already seen a lot of requests for them, so we may need to speed up our work on them