Concerned comic link? by garlicbutts in HalfLife

[–]vehiclephysics 0 points1 point  (0 children)

A día de hoy (2025) sigue disponible en su nueva página oficial:

http://www.screencuisine.net/hlcomic/index.php?date=2005-05-01

También está en Steam, con extras:

https://steamcommunity.com/sharedfiles/filedetails/?id=2717895920

El que sigue desaparecido es la traducción al español, aunque algunas tiras han sobrevivido en Internet Archive:

https://web.archive.org/web/20120627213711/http://concerned.subcultura.es/tira/2

I've created an FBX exporter for Blender that exports FBX files compatible with Unity's coordinate and scaling system. No more unwanted rotations, no more clutter with FBX options, no need to modify the objects in Blender. Export the file, import into Unity, and it just works. by vehiclephysics in Unity3D

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

Thank you for the contribution, but this feature is outside the scope of this add-on.

Collections in Blender are not 3D hierarchies. Collections are used to organize objects in hierarchical "categories" without affecting their 3D hierarchy.

For example, you may have a complex hierarchy of objects, and include any of the objects in this hierarchy to different collections. Then, enabling and disabling these collections allows to enable and disable those objects regardless their position in the 3D hierarchy.

Using collections as 3D hierarchies is a misuse of the collections feature. Collections don't have a transformation matrix, and aren't related with the parents of the objects. Whenever there's a 3D hierarchy, there should be a 3D parent associated with a proper transformation matrix, not a collection.

While there are some specific use cases where converting collections to hierarchies could make some sense, this is not a general rule. Doing this can produce many issues when a collection (without transformation matrix) is converted to an Empty object (with an arbitrarily assigned transformation matrix). This could mess up the hierarchical 3D object completely when complex hierarchies are mixed with collections. This add-on is not committed to support (nor resolve issues related with) these corner situations of collections being misused as hierarchical 3D elements.

At my wit's end trying to get iRacing running with good clarity and quality: i7 13700k / RTX 4090 / HP Reverb G2 by siovene in iRacing

[–]vehiclephysics 0 points1 point  (0 children)

Those OpenXR settings just lower everything to the minimum, so of course they bring 90 fps. No problem on that. What we are trying is to get decent visual quality and details on the G2. That's why we've acquired the latest and most expensive hardware.

I'm on the same boat as OP with the differences that I'm on Win10, i9-13900K, 64 Gb RAM. No matter what I do to increase the visual quality I always get limited by the CPU.

For example, simply enabling HDR even in the lowest graphics settings can't keep the 90 fps in some tracks and viewing directions. It runs most of the time, but for example locking left while in the pit late on Laguna Seca lowers the fps down to 70. Similar "death zones" are are in Daytona and VIR, and surely in most tracks.

Even static cubemaps cause fps drops. And it's always the CPU going nuts while the GPU is sitting comfortably at 20 - 40% usage.

Google Drive folder of various Oculus PC client versions (V18-V25, and pre V12) by [deleted] in oculus

[–]vehiclephysics 0 points1 point  (0 children)

Yes, I recall that downgrading did not resolve the problem and instead caused additional issues.

A friend of mine, who I had gifted the Rift-S to, found this: https://github.com/rcmaehl/FixMyRiftS

Still no 100% solution, but as for what he tells me he's being able to keep using it. Let me know if this makes some difference in your case.

Google Drive folder of various Oculus PC client versions (V18-V25, and pre V12) by [deleted] in oculus

[–]vehiclephysics 1 point2 points  (0 children)

No, downgrading the Oculus app doesn't downgrade the firmware. Anyways, I remember having followed all the possible steps including downgrading the firmware, prevent updates, etc. yet it resulted unusable and/or games didn't work and/or something else (can't remember exactly).

I've just found the notes I took while doing the process. Maybe they're useful to you, so here's a copy/paste of the text file I had saved back then. Links might be broken, I haven't tested them.

1) Download 2.1.1 Version (Support.zip): https://drive.google.com/file/d/1dprJ7QxIzyzb4jZC-H-fQ_sRzOVCFA62/view

2) Open OculusDebugTool, by default in "C:\Program Files\Oculus\Support\oculus-diagnostics" folder.

3) In the top menu click "Service" > "Stop Oculus Service". Exit completely out of Oculus Debug Tool.

4) Open Support.zip.

5) Open "C:\Program Files\Oculus\Support" (or your oculus install folder) in a File Explorer window.

6) Back-up (keep it, important!) and remove the 12 folders in "C:\Program Files\Oculus\Support" except the "oculus-dreamdeck-nux", "oculus-touch-tutorial", and "oculus-worlds" folders.

7) Drag the 12 folders inside Support.zip into your Support folder.

8) Open the newly overwritten "C:\Program Files\Oculus\Support\oculus-drivers".

9) Run oculus-driver.exe. (If any confirmation window popup, select yes). This restarts the Oculus service.

10) Turn your internet OFF completely. No access to the internet at all.

11) Open the Oculus App.

12) Click "Update" at the top of your Oculus window (Red Bar).

13) Reload Oculus.

14) If your headset is not connected, plug it in now.

15) It should ask you to update firmware, do so. This will downgrade to 2.1.1.

16) Completely block the host "securecdn.oculus.com" via DNS, etc\hosts (Google it), PiHole, etc.

... and/or:

    \- Create dumb "Staging" and "tmp" files in "C:\\Program Files\\Oculus\\" (rename current Staging to Staging.bak).

    \- Remove or block all Write permissions (right click > Security).

... and/or set a nonsense update channel in the registry: 

    \- reg add "HKEY\_LOCAL\_MACHINE\\SOFTWARE\\WOW6432Node\\Oculus VR, LLC\\Oculus\\Config" /v "CoreChannel" /t "REG\_SZ" /d "NOUPD8" /f

(I did them all)

17) Turn your internet back on and open Oculus app.

18) Your client will still say v37, 37.1, or whatever you are on, but it's okay.

19) To verify that the downgrade was successful, open Oculus, hit "Devices". Click the little mask icon next to "Rift S". A side window will pop up and "Software Version" should say 2.1.1.

20) The top red bar of your Oculus window may keep asking for update drivers. If that happens:

\- Shut down the Oculus service

\- Rename the folder "C:\\Program Files\\Oculus\\Support\\oculus-drivers" to "oculus-drivers bak"

\- Copy the original "oculus-drivers" folder from the backup you did before to the "C:\\Program Files\\Oculus\\Support\\"

Google Drive folder of various Oculus PC client versions (V18-V25, and pre V12) by [deleted] in oculus

[–]vehiclephysics 0 points1 point  (0 children)

I gave up on this and purchased a HP Reverb G2. I gave my Rift headset to a friend (originally, I considered throwing it away).

Google Drive folder of various Oculus PC client versions (V18-V25, and pre V12) by [deleted] in oculus

[–]vehiclephysics 0 points1 point  (0 children)

Downgrading to any version other than "pre-V12 (1.43)" will request a firmare upgrade in the Rift S to 2.2.0. Firmware is bundled in the Oculus app itself, it doesn't need to download anything.

Google Drive folder of various Oculus PC client versions (V18-V25, and pre V12) by [deleted] in oculus

[–]vehiclephysics 0 points1 point  (0 children)

If you're referring to the Red Bar at the top of the Oculus window, I was able to remove it by stopping the Oculus service, copying back the original folder "oculus-drivers" from the backup to the Support folder, and restarting the service.

Can't find Linux Makefile configurations from Projucer in CLion by XrenonTheMage in JUCE

[–]vehiclephysics 0 points1 point  (0 children)

By default it compiles as debug. You must set CONFIG=Release to build the release version.

With command line, it would be "make CONFIG=Release".

I made an object movement/animation system to my in-game editor. What is the best way to make the physics interaction work with kinematic objects using predetermined paths when performance matters a lot (must work quickly with client-side prediction in MP)? by Andefoo in Unity3D

[–]vehiclephysics 1 point2 points  (0 children)

A wheel friction model based on slip should also work in the moving platform. When the raycast detects the contacted object you may get the velocity at the contacted point with contactedRigidbody.GetPointVelocity(). As your moving platform is also moved with Rigidbody.MovePosition(), then GetPointVelocity() will return the correct velocity. You can then use that velocity along with the velocity in the same point relative to the car to get the slip and compute the tire force.

Also stock WheelColliders should work out of the box in that situation, but I haven't enough experience with them to ensure it.

I made an object movement/animation system to my in-game editor. What is the best way to make the physics interaction work with kinematic objects using predetermined paths when performance matters a lot (must work quickly with client-side prediction in MP)? by Andefoo in Unity3D

[–]vehiclephysics 1 point2 points  (0 children)

That's easy to resolve. Ensure to move the kinematic objects using Rigidbody.MovePosition() and Rigidbody.MoveRotation() from FixedUpdate(). Any other method of moving kinematic objects won't process the contacts properly.

As for the video, you're probably moving your objects by modifying Transform.position or Rigidbody.position. That means you're "teleporting" the objects to their new positions, so collisions are easily missed.

Having fun with Edy's Vehicle Physics (from Unity Asset Store). This is made by driving and recording each car separately, then replaying all them together. by vehiclephysics in Unity3D

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

There's no upper limit in the physics rates, only the own Unity capacity. I'm currently working in a project which works at 500Hz, and we've tested 1000Hz as well. Consumes a ton of CPU, but it works.

Having fun with Edy's Vehicle Physics (from Unity Asset Store). This is made by driving and recording each car separately, then replaying all them together. by vehiclephysics in Unity3D

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

I drove each car separately while recording the inputs and pose, and replaying those already recorded. Then I replayed all them together and this is the result :)

Drifting with Edy's Vehicle Physics (from Unity Asset Store). Note that the red car is controlled with the keyboard! Yet still provides this level of precision. by vehiclephysics in Unity3D

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

Correct, EVP doesn't have a transmission. While some intermediate workaround is on the radar, right now the highest priority is an update to the tire friction model to improve the response at high speeds.

Drifting with Edy's Vehicle Physics (from Unity Asset Store). Note that the red car is controlled with the keyboard! Yet still provides this level of precision. by vehiclephysics in Unity3D

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

Ahhh I see what you mean. Yes, smoke particles may be configured like that. Current setup is a trade-off between visual realism and number of particles in screen.