04-09-2010, 04:08 PM
Hi, I've ported VDrift code to render using OGRE http://www.ogre3d.org/.
I know this engine for some time and thought it would be the best one here.
Although much is done now, few things are still missing and few don't work so well.
Check my screenshots at: http://picasaweb.google.com/CryHam/VDriftOgre#
I'm somewhat disappointed in the performance. What seems to be the problem is big count of drawn batches. On Hungaroring06 there is a place where 6217 batches are drawn resulting 18 fps, VDrift has here 58 fps. But there are tracks that render just fine, every one having below 1000 batches would render at 60 fps. (more statistics can be seen on those sceens, left upper corner shows fps, triangle count and batches count).
What was easy to implement are tire smoke particles and tire trails. Trails aren't how they should be, they're billboard aligned to screen, but those where already in Ogre and don't look that bad from distance.
I still don't have GUI. I've got MyGUI running (http://www.ogre3d.org/wiki/index.php/MyGUI) but probably all actions and rendering settings need to be rewritten. But since there's no Gui now, the game just starts from saved settings on one track with one car.
I had also a lot of trouble in getting car x,y,z axises put the way they really are, and I still have some offset in half of the cars. The driver also isn't in right place.
I used my own camera implemented some time ago, it can be moved with mouse during play, has 4 view modes, and all is saved in xml file.
I've done the meters (velocity and rpm) here and also in original VDrift's code if you're interested (just couldn't drive without them ).
Anyway, tell me what you think about this, is it worth the way to complete or would it be better to leave rendering how it is.
My first intentions were to use the (getting better) Ogre's editor (http://www.ogitor.org/), write a plugin for it to render and edit roads and then drive on them, also having a terrain from heightmap. Roads would have to be merged to fit with terrain, this could require some time to implement.
Also many features speak for using a higher level engine for rendering, lot of stuff is already done (like post-processing effects,etc.) and rendering is independent from rendering system (DirectX 9,10, OpenGL..)
The source files didn't get very messed up, I added few of my own for Ogre, which use the GAME class to get all needed stuff. Tell me where to put it if you want to look at it. I'm working on Windows XP, and don't have other systems where I could check the game.
I know this engine for some time and thought it would be the best one here.
Although much is done now, few things are still missing and few don't work so well.
Check my screenshots at: http://picasaweb.google.com/CryHam/VDriftOgre#
I'm somewhat disappointed in the performance. What seems to be the problem is big count of drawn batches. On Hungaroring06 there is a place where 6217 batches are drawn resulting 18 fps, VDrift has here 58 fps. But there are tracks that render just fine, every one having below 1000 batches would render at 60 fps. (more statistics can be seen on those sceens, left upper corner shows fps, triangle count and batches count).
What was easy to implement are tire smoke particles and tire trails. Trails aren't how they should be, they're billboard aligned to screen, but those where already in Ogre and don't look that bad from distance.
I still don't have GUI. I've got MyGUI running (http://www.ogre3d.org/wiki/index.php/MyGUI) but probably all actions and rendering settings need to be rewritten. But since there's no Gui now, the game just starts from saved settings on one track with one car.
I had also a lot of trouble in getting car x,y,z axises put the way they really are, and I still have some offset in half of the cars. The driver also isn't in right place.
I used my own camera implemented some time ago, it can be moved with mouse during play, has 4 view modes, and all is saved in xml file.
I've done the meters (velocity and rpm) here and also in original VDrift's code if you're interested (just couldn't drive without them ).
Anyway, tell me what you think about this, is it worth the way to complete or would it be better to leave rendering how it is.
My first intentions were to use the (getting better) Ogre's editor (http://www.ogitor.org/), write a plugin for it to render and edit roads and then drive on them, also having a terrain from heightmap. Roads would have to be merged to fit with terrain, this could require some time to implement.
Also many features speak for using a higher level engine for rendering, lot of stuff is already done (like post-processing effects,etc.) and rendering is independent from rendering system (DirectX 9,10, OpenGL..)
The source files didn't get very messed up, I added few of my own for Ogre, which use the GAME class to get all needed stuff. Tell me where to put it if you want to look at it. I'm working on Windows XP, and don't have other systems where I could check the game.