Monday, November 26, 2007

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First screenshots

The graphics engine of the simulator, which we nicknamed xMotor, is under implementation. For now we are at a 20% labor. Below we can see a few screens. To underline that the shaders are provisional as along with the lighting and the circuit.


The following is a particular effect normal mapping to bring out the relief of a curb. We are working to emphasize this effect via the parallax normal mapping.


Even the grass will take a more realistic shader. Currently lacks the skybox. Finally, the entire scene will be subjected to post processing effects: bloom effect is emphasized by the contrast between light areas and those little brighter. Using the radial motion will blur blurred the periphery of vision.

Wednesday, November 14, 2007

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Poll Results on additional features

The 25/10
launched a survey to determine the additional features most desired by users. Now results are available, we see summaries in the image. As you may notice prevailed by far the force feedback (72%) and Multiplayer (68%), followed by damage (52%). Will account for what is expressed by the users in future implementations. Meanwhile, we take this opportunity to thank everyone who participated actively. Soon there will be new polls come back to visit!

Thursday, November 8, 2007

Wording Invitation For Lohri

First renderings of cars

our chart, "Speedpn", has started to shape the first car for the game. On the side you can see two render, made with the modeling program. E 'premature for now have some screenshots in game. We decided to focus initially on a car wheel covers, because it simplifies some technical aspects: collision, suspension etc ... For later versions include a car. We have also decided not to include actual car, but "plausible." This frees us from licensing issues and also allows us greater creative freedom: we can create our ideal self, both in terms of graphics and physically. As you can see, this first car is loosely inspired by the Opel GT, with some stylistic trait of the Corvette. You can also perform tuning on it: there will be body kits and technical to transform it into the racing version.



Currently we have only defined the basic mechanics of setting: Longitudinal front engine, rear wheel drive;
To define the remaining characteristics (mass, static mass distribution, power, torque, type of exchange, differential scheme suspension etc ...), ask your participation: You can use the following topic on the forum for advice. This way you can help create your ideal car. You can also make suggestions about style.

Monday, November 5, 2007

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Two young and promising real pilots join the staff as a tester!

staff is happy Oversteer to announce that two young drivers 'real' are suggested as a tester of the simulator. This is Alessandro Bressan, professional kart driver and best student of the Course and 2006 federal CSAI speed test experiences on Formula Gloria / Blue, Formula Campus and Formula Renault 2000 Mazda MX5 Cup By the way is a great lover computer science and has also created a logo for the contest!




The other new tester is another young driver: Nicholas Valenti, only 18 years. He has previous experience as a driver of karts, he also attended the Federal CSAI Speed \u200b\u200bCourse 2006 and claimed tests on car Formula Renault 2000 and Formula Azzurra. In the picture we see him next in action on a Formula Renault 2000 in Vallelunga. And 'big fan of driving simulations on PC.

Congratulations to both of you can find the necessary budget to race cars!