Yeah, we try to make it look and feel good. Airbags are another things we tested and cannot do properly atm
That's how it is used right now. The AI can use the image output of the simulation to learn how to drive Its free for academia and research, so lots of students use it
another question would these drivers be on the same model as the avatar when you exit the car? and how would that work for existing avatars? I know this is very early in development so things are probably going to change on the way good work
The amount of effort spent on the 32 bits was getting too much work for the amount of players. In the last steam hardware survey, there was not a single player with it The Levels demanded so much memory that they would crash - and this is not fix-able, that's a hardware/operating system limitation About the time/effort: every time we commit to our version control system, it would recompile both versions. Now its only 64 bit, making it twice as fast. Btw, The launcher is still 32 bits.
The community affects us quite a lot as we try to listen, understand and improve the shortcomings of the simulation. Some things are planned way ahead and are not affected by you so much. The next car is a masterpiece and took us the last 7 months to create for example
I have no idea, i'll need to ask our experts. That being said, we are always trying to calibrate/improve these things
What's you're beat part about seeing a update. Like when you know the date is done. What do you think how do you celebrate? P.s thank you for makeing this amazing game. Also on that note when you plan a car. Do you have meetings to discuss what kind of car. How it should look. How does that work
maybe, maybe not? We are working on a research project indeed, and he'll post some updates on that soon One new map is in the works right now, but its still a bit to go. bge_coconut is an experimental branch for testing rendering features indeed And yes, we are working on several improvements on the render side of things, but vulkan needs to be released and used first for a lot of the newer features to work well. Ah, no worries. We skipped one update this time as we took some time to work on things that take longer. We are planning on going back to 3 months after this update hopefully 1) yes, after this 2) yes, but a lot of work on the update prevents us from doing so right now X| 1) The update after the next will have an initial version of it. Expectation management: Its in its very early stages still and needs a lot of work still. We'll work how it works and what we'll focus on together with you all from there on. 2) we have so many more ideas what we want to work on, that we have enough work for the next 20 years i.e. deform-able ground, huge levels, ..... Not sure, we haven't thought about this yet. Phew, i hope i could answer some questions
1) We are currently in feature freeze with the whole company. That means that we all are working the next weeks on getting the game as stable and release-able as possible. Once our QA is happy that everything is in a 'ok-ish' state, we can think about releasing it (This is also why we don't publish roadmaps or hard dates, as we want to publish with good quality - otherwise we'll need to always rush it to make the deadline happen) 2) Yes, a lot. The team has a lot meetings. If you're interested i'll try to push them to write a blogpost together
Awesome thank you so much for taking time for us to respond. You are the best Deb team ever. I hope you have a amazing day/night And yay so update soon ish ( can't rush fine art )
Are there any news regarding the removal of TorqueScript? The last mention with date of this in the game files is from 08/09/2021. Has there been more work on porting TorqueScript code over to lua?
This is an ongoing effort for the past several years. TorqueScript's tentacles reach all corners of our codebase, so it's a huge effort to deal with it during normal development, as well in our efforts to remove/port it. With some luck we might be able to finish this year!
Well sheesh, usually I'm just in here to read the madness. But given your answers, especially the last one, these are some significant news! When I read deformable ground, I immediately thought of games like Spintires/Mudrunner. Can't imagine what kind of headache that must be to figure out. Although I do try to keep my expectations low and rarely get 'hyped' about something, it is refreshing to read some of this stuff. Huge levels is something that would be nice even if I'm not sure how much that would impact the performance (probably heavily). But imagining career mode, it would probably get annoying quick to have a loading screen every 20 minutes. Pedestrians sure sound amazing, yet again, imagining the performance impact... it'd be enough for me to have drivers/passengers in vehicles for now, hehe.. I don't know much about game development but I wish you guys all the luck. Some suggestions may not be possible due to technical limitations so don't break yourselves on those. The transparency is much appreciated!
I secretly wish that this WIP map has some snow/icy stuff in it, since ice physics are a thing already. But that's just my desires, it's ultimately up to you guys what the new map would be like.
Rather late into this but I've always been curious on how the team decides on a brand identity (color palette, fonts, general guidelines), do they do it like a normal company and a designer with various meetings to decide upon a general direction or is it different?