I think it time we start a Carmageddon: Reincarnation thread. Here another good game maker like Bugbear, Stainless, going with out a publisher to make game they and the fans want. 
Stainless has release new video showing off the suspension in Carmageddon: Reincarnation. Keep in mine this is pre-alpha footage. Thanks to demolitionman for bringing this video to my attention yesterday.
http://www.carmageddon.com/media/wallpapers
Stainless has release new video showing off the suspension in Carmageddon: Reincarnation. Keep in mine this is pre-alpha footage. Thanks to demolitionman for bringing this video to my attention yesterday.
Here Dev nobby answer some questions about video and the game:Purple44 said:Thanks for the post. I've been so busy trying to get caught up on my Bugbear forum this last week, I forgot to check in at Carmageddon:Reincarnation forum. :-[demolitionman said:Carmageddon:reincarnation suspension tech video:
looks awesome, cant wait to see some demolition.
http://www.carmageddon.com/forums/carmageddon-reincarnation/general-discussion
nobby said:Happy New Year and thanks for all your great comments, folks! I had a great time making the video, and we’re delighted at the response – when you’re working so hard on a project it’s obviously a massive boost to get so much positive feedback, even when there’s still so much more we need to do. Now, to answer some of your questions:
@ drunkenmastama
The wheels clipping through the bodywork is just one of the compromises that have to be made in driving games between realistic suspension movement (allowing “forgiving” handling over harsh terrain) and totally realistic visuals. The fact is that this video has the camera trained constantly on the wheels, and so the effect is more noticeable. In “normal” views, it isn’t something that we feel to be a real issue.
@ SawBone
Correctly surmised sir – the light beams are handy Checkpoint markers. We still have some tweaks to make to the Twister – I did find that its centre of gravity feels like it’s set too low.
@ FatCat
The suspension is all dynamic code driven physics (as Trent accurately described it) – there’s no art-driven animation involved in the system.
@ Lemonrev
I completely agree about the HDR flare on the road surface being unpleasant! I tried to turn it down/off for the video (as the camera angle I wanted to use really exaggerated it), but doing so uncovered a current bug in the Lighting IMP (the in-game tool for setting the lighting up) and so I was unable to tweak it.
Most of our street art comes from our resident ex-graffiti artist Steve Miles, A.K.A. Toxic – plus contributions from other artists here. There will be a lot of variety, certainly a shit load compared to the… ONE graffiti wall texture in Carmageddon 1.
You can really, REALLY rip cars to shreds. Video coming… soon.
Accessories and parts of the environment can be damaged or destroyed.
Tyres can be blown, thrown off the rim, and this happens when they get an appropriate impact.
As the cars crush, the driver’s position moves along with the deformation. If the roof is crushed, you see them all hunched up in a ball inside. If the car is crushed beyond the point where this is possible any more, then the driver gets gibbed! Drivers can also be thrown out through the windows in really heavy impacts – which looks f***ing hilarious/brilliant.
Impacts that the cars have with anything leave scuffs/marks on the car in the right place.
@ Synetearis
Yes, the suspension really works correctly – it is f***ing cool! We support Wishbone, Live axle and McPherson Strut systems, so the cars are being built around these variations of suspension.
@ C2S and ZalDcaze
We are planning to increase the contact points of large wheels – as yes, we’ve identified that they need to be special-cased.
@ Mr. Deviance
We long ago learned the lesson that “real” gravity plus massively over-powerful cars meant that the experience ended up feeling rather too “lunar”, and so we don’t intend to make that mistake again. As to “rubbery bumpmaps”, yes, they’ll be part of the whole process of moving the cars on to full production finish.
@ YautjaLord
Personally, I’m really pleased with the remix job I did on the Zero Signal intro, in order to get the big opening to synch perfectly with the big impact!
@ Epitaph
This video was made yesterday, by me, for you. I wanted to showcase Batwick’s suspension system, and also tease at “things to come”. Batwick did all his analysis in real-time, using the game, often using this Car Inspection Camera mode, to check things as he went.
Thanks to you all for the fantastic comments so far – it’s a brilliant start to the New Year as we hurtle towards the Early Release date.
BTW, I also answered a bunch of questions raised on the Kickstarter Update page, and I thought I’d include those in this thread too:
@ John Callihoo
Yes, the Early Access will be delivered according to your pledge level.
@ Adrian Bjugård
“Could you render a video with the wheels in focus instead, is that possible?” There’s no depth of field in the video Adrian – the wheel texture is reasonably low resolution, and that coupled with the way YouTube compresses (the already compressed) uploaded Fraps video footage means it looks blurred. This is further compounded by the camera position, of course. Thanks for the comment, though – I’ll mention to the guys that they need to make sure that BIG wheels need BIG textures!
@ Eric Fortin
A car destruction video (including the awesome player controllable repair system) will follow soon. Patrick has been tweaking the damage systems for months, and we’re almost ready to publically unveil it!
@ foxden_racing
The suspension system is completely physics driven, there’s no animation – it’s all totally functional. It really is a beautifully coded system, thanks to Patrick, Stainless co-founder, CEO and coder extraordinaire (with further input from our original physics guru, Dr. Kev Martin).
@ Andreas Cederberg
We’ll always try to get a balance (no pun intended) between realistic handling and good gameplay handling. On thing I noticed while making the video and driving the recently tweaked Twister was that its centre of gravity is a little too low though – and it was pretty hard to end up on my roof without it rolling back over. So, we’ll continue to refine, now that the work on the code side of the car dynamics is complete.
@ Ryan Banfield
The Twister’s wheels do clip the bodywork, I know – but the alternative is to limit the suspension travel, which in turn would have detrimental effect on handling as it would mean the Twister would be inclined to get thrown over rather than soak up bumps. We feel that as some clipping of objects is pretty commonplace in all games, it’s worth the compromise in this case, to favour handling over hyper visual realism.
@ Narann
“I wonder about the technical resources to deal with such level of dynamic details for every car in the game. What really "disturb" me is the lack of rotation on wheel on hard contact.” As long as the artists build the vehicles to comply with the set of rules that have been set out for the supported suspension systems, then they “just work”. Then it’s a matter of setting up the suspension and dynamics data for each car, which a number of us are able to do – artists, designers, game director, etc. They can then be tweaked easily during play using our in-game setup tools (which will all be made available to players in CarMODgeddon).
The rotation of wheels is completely dynamic and physics driven – if the driveshafts stop rotating because you braked, then the wheels stop turning!
Leo_Sasquatch said:Well, that was un-necessarily awesome.
Thank you.
But here's the thing that really caused a damp patch in the boxers. If you're putting that much care, that much detail, that much attention to doing the Right Thing into the *suspension*, then how squelchily excellent is everything else going to be? How beautifully captured the old lady's walk (hobble?) cycle, the cries of dismay and horror, and wails of agony? How detailed the blood splatter patterns, the trajectories of severed limbs, the colour of the sclerotic stains? I mean, let's be honest, the suspension is probably not going to be most people's first thought on loading up the game, and is probably invisible on half the cars anyway. Most people aren't going to care about it until a ped's pelvis jams it up and it stops working properly. At least until a good hard landing crushes the offending debris to powder.
To all at Stainless, a happy, sticky new year, liberally splattered with the ichor of your foes, with a soundtrack of high-revving engines and the screams of the wounded.
Ohnhai said:ThomasN said:Good graphics are for the first 5 hours. Good physics is for the next 5000. Rather than "megatextures", which sound like the are bad for the modding community and kinda clogged "Rage" anyways, I'd like to have normal assets, maybe in a level editor also usable by noobs, like in that ancient "4d sports driving" game. One can dream...
Back to watchinguntil the game is out![]()
I wouldn't worry about megatexture authoring.
By the time the community gets their hands on the tools it should be simply a matter of applying the textures you want to the models and letting the packers and tools handle all the rest. You simply work with single assets and chunks of base geom that you can pretty much whack as much texture detail on as you want, export them and whack them into the level. Job done. In theory the system should allow for an entire level to be uniquely painted top to bottom.
For example I've recently been working on the roads for Bleak City and some of the city's open areas and these were painted in unique 4096px tiles. All told, the roads and these few city blocks come to about 3.3bn uniquely painted pixels.
The concrete structure with the street art in the suspension test vid is also uniquely painted. With all textures, grime, some ambient lighting, the street art, normals and specular all painted directly onto the model.
Trust me. You are going to have SOOOO much fun with this!![]()



http://www.carmageddon.com/media/wallpapers