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Shift 2 Unleashed: Developer Interview - Under the Bonnet |
Montag, 16.05.2011 |
GamesIndustry.biz published an extensive and detailed developer interview, where Digital Foundry talked with several developers of the Slightly Mad Studios about Shift 2 Unleashed.
The topics range from the general Need for Speed genre and the role of Shift but also detailed questions about physics engine, graphics engine, track layout, car modeling etc.
To give you an impression, here is an excerpt about the physics in the game:
The physics model is a full 3D scope engine capable of creating the car dynamics based on parameters taken from the specs of the real-life car - those provided by manufacturers directly and those provided from extensive research. Chassis, suspension, aerodynamics and tyres all generate their forces in 3D in real time. We run these models and recalculate the car state at 400 times per second which makes for a very convincing experience as nothing is left to guesswork.
The chassis model in itself is pretty extensive (approximately 150 parameters). Basics include weight and CG heights and positions and we model the weight and inertia of the sprung and un-sprung masses separately along with spin inertias of the un-sprung items (wheels, brake discs etc). There are 3D suspension geometry parameters for all inner/outer points of a double wishbone along with the tie-rod and damper placements.
The dampers themselves have slow and fast parameters (n/mm/sec) with adjustable switchover points and bump stops with their own stiffness settings. Differentials are the standard 'Salisbury' type with accel/deccel lock settings and visco electronic diffs are also modelled along with inputs for spring rate. Brake torque and brake heating are monitored on a per wheel basis in order to get the heating right for brake pad fade and disc glows.
The tyre model is based on the 'brush model' slip curve generation. Core parameters here include: cornering/braking/self-aligning stiffness, load and camber sensitivities, heating parameters, rolling resistance and base grip of the rubber in longitudinal/lateral directions. The tyre model therefore is class leading (if not the best) in the sim industry.
Finally, the engine model uses a standard rpm/torque curve lookup in 250rpm increments. Some parameters are: rotating inertia, accel friction drag, deccel drag, heating. Turbos are modelled as separate components with their own separate physics and can be bolted on to directly effect it as in the real world.
Once the physics are input, intensive testing takes place and the upgrades and final audio are balanced. All in all the complete production of one car takes two months (dependent on the number of visual upgrades and complexity) with usually two artists working on it from start to finish. The tools used are Autodesk 3DS Max for the 3D work, Photoshop for textures and our own proprietary toolchain for exporting, physics input, and functionality tweaking.
You can find the complete interview in two parts under the following links. Unfortunately you'll need a (free) user account at GamesIndustry.biz, but if you want to dig in the game development of Shift 2 Unleashed, this is definitely an article worth reading:
Shift 2 Unleashed: Under the Bonnet - Part 1
Shift 2 Unleashed: Under the Bonnet - Part 2
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