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Spintire mudrunner pc
Spintire mudrunner pc




For a number of reasons (CPU and GPU are out of sync on PC, high detalization required for rendering is not required for physics, etc.), those two tasks operate on completely different sets of data. The mud simulation consists of mud-vehicle physics processing (performed by CPU) and rendering of the mud (performed by GPU). Game only performs plants physics simulation, mud simulation and water simulation for “active” blocks. Only those blocks that are near the truck that player is driving are “active”. Game only draws those blocks that are inside camera “frustum”. Each block contains a list of plants (trees, rocks, etc.), base terrain data, mud data (optional), and other data. They are subdivided into a grid of 16m x 16m blocks. Game levels in MudRunner can be up to 1km x 1km in size. Now let’s have a closer look at each layer… MUD HEIGHTFIELD So if vehicles have not deformed terrain, its wireframe would have looked like this: Now we are left with the mud itself, which is a simple heightfield (essentially a 2d mesh):īut most of the game level terrain is actually rendered at lower resolution. They are not actually rendered as a separate layer and are embedded into terrain shaders. Roads, that map author places within Level Editor, are then baked into a special data that game uses to draw them efficiently. (A “plant” is an object that is scattered over the terrain in large quantities, like rocks or trees.) They are maintained by the same systems that simulate and render all other plant types in the game. These are bigger chunks of mud, each is a full-fledged rigid body so they interact with the physics world properly and they even break into smaller chunks, when vehicles drive over. A lockless synchronization technique makes that whole effect very performance-friendly.

spintire mudrunner pc

Mud particles are simulated by the CPU in a separate thread. Those objects float on top of the mud and are affected by vehicle wheels (can stick to them even), they only act as decoration and don’t affect the physics. Terrain Mud Decals (will get back to it later)Ģ. Now let’s take away all the layers in the reverse order they are applied when the game renders a frame.ġ. Let’s start by disabling post-processing: SSAO (ambient shadows), FXAA (softens object edges), DOF (blurs foreground), Sharpen Effect and Color Correction: Let’s take a game screenshot and decompose it.

spintire mudrunner pc

The author of this blog post is lead developer of the game. Spintires:MudRunner doesn't use third-party game engine.






Spintire mudrunner pc