First of all, good news! Jackson Papageorge (aka mclarenf1papa) is working on physics, and we found a good way to pass puddles from GPU to CPU side. So hopefully that part will be on point.
Puddles generation has been reworked, to increase fidelity and adjust amount of puddles in general. Here is a map of localized minimums based on physics meshes (notice how awesome is laser scan here):

And here are puddles (average amount) generated from it, although that part might need some more work:

Of course, now all of that data is not only for visual part, but it’s also getting copied to CPU side to affect physics as well. Similar approach also allows to create maps for lines on the road, to change grip on them once they get wet.
Last thing for now, and this one is questionable, but here is something I’ve been bashing my head against for the last few days — drying racing line:

Yeah, it’s buggy on edges of chunks, but at least it doesn’t cause freezes or crashes anymore. 😅

Still not entirely sure if it’ll remain like that or we’ll just switch to AI line, but hopefully it’ll stay. I quite like how it splits in corners.
Thank you for all the support! And sorry that it takes so long. As they say, if it’s worth doing, it’s worth doing well. Especially if it’s physics for a racing simulator. 🙂
Ilja Jusupov aka x4fab
2020-07-31 19:05:48 +0000 UTCIlja Jusupov aka x4fab
2020-05-17 00:07:42 +0000 UTCIlja Jusupov aka x4fab
2020-05-17 00:04:18 +0000 UTCJosh Kerr
2020-05-11 15:00:39 +0000 UTCIlja Jusupov aka x4fab
2020-05-07 01:15:27 +0000 UTCIlja Jusupov aka x4fab
2020-05-07 01:12:52 +0000 UTCIlja Jusupov aka x4fab
2020-05-07 01:11:34 +0000 UTCIlja Jusupov aka x4fab
2020-05-07 01:10:44 +0000 UTCJosh Kerr
2020-05-05 09:23:03 +0000 UTCZtirom Winter
2020-05-02 15:43:08 +0000 UTCJone Klemo Øverland
2020-05-02 12:56:18 +0000 UTCJosh Kerr
2020-05-02 08:52:18 +0000 UTCMax S
2020-05-02 02:47:13 +0000 UTCIlja Jusupov aka x4fab
2020-05-02 02:15:52 +0000 UTC