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Development
News and Updates
-Aug
27, 2005
Thanks
to the community support, new mirrors are available for hosting
the demo. This should alleviate some of the heavy traffic that the
site has been getting this month. If you would like to become a
mirror host, upload the demo to your server and send your link to
TypeS @ bedoworks.com so it can be posted on the downloads page.
-Aug
24, 2005
Added
text based Google Ads. This is my first attempt to generate some
maintenance income for the website. The ads are generated using
the content of this page, so they can actually be of interest to
visitors.
-Aug
10, 2005 Demo
v. 0.2.1 is now available for download. After
receiving some feedback on the Proof Of Concept demo, the physics have been slightly
tweaked. The car is a bit heavier now, with more grip, better torque distribution
and reduced bouncing effect during collision. -Aug
7, 2005
Proof of concept, Development Demo v. 0.2 is available for download.
This demo is meant to demonstrate the current stage of the prototyping process
as well as the potential of the project. It is purely intended for gaining
developers' interests. -Jun
22, 2005
A Development Roadmap outlining major project
milestones. -Jun
19, 2005 Major
work has gone into the development of the basic physics engine. Problems such
as wheels coming a part and the car exploding while driving have mostly been resolved.
Collision with mesh surface is now supported, enabling the car to go up and down
hills. The next demo will be a technical demo, featuring the car driving around
in a closed parking garage/skidpad. Demo screenshots. -Jan
7, 2005 The
car model has been completely remodeled from scratch in order to take advantage
of the new system for part management and texturing. The screenshot
section has been updated to show the new model. Other new features of the game
engine include, real-time shadows, and improved car physics for front wheel, rear
wheel and all wheel drive vehicles. Terrain object collision is now functional,
and the Open Dynamics Engine is fully integrated. The next demo should be released
soon, once terrain mesh collision is enabled and the components of the car engine
are established. -Oct
19, 2004 Over
the past several weeks there has been some work done on the graphics engine to
support new texture types. The new texture types that can be applied are JPEG,
TGA Compressed and TGA Uncompressed. With the TGA textures, transparencies and
masks can be stored, allowing for much greater and more efficient way of representing
detail. To take advantage of these new texture methods, the 3D models are currently
being optimized. Here is a short white paper briefly describing the optimization
method. Type-S
3D Models Optimization Technique -Sep
26, 2004
The game has been progressing quite nicely. The car models are undergoing remodeling
to take advantage of the graphics engine's new features. This includes higher
polygon count, lighting, and a multitude of compressed texture support. Developers
will also be able to supply model transparencies through the use of alpha textures.
The older demo is no longer available for download since it is very outdated and
at this point misrepresents the quality of the upcoming version. -Jul
12, 2004
Over the past few months a great deal of effort has been put into implementing
some basic physics for the next demo release. These video clips demonstrate independent
suspension work as the car drives over bumps and slides around a parking lot.
There are also some new screenshots
of the same scene. Enjoy. -Mar
31, 2004
There has been a great deal of optimization done on the Type-S game engine. Enhancements
such as more efficient memory management and decrease in loading times will ensure
that the project will run with lower system requirements. More
features have been added to the menu system as well. Text boxes, buttons, sliders,
and mouse driven menus. Once the menu system is fully developed, there will be
no longer need to edit text files, all the customization options will be managed
through a graphical interface. Unfortunately with updates like this, there is
little to show with screenshots. I will try to post some new screens of the menu
system in the near future. -Feb
22, 2004 The
website has been down for the past couple of days due to a change in hosting services.
Check out Fuzor Media for great hosting services.
Also a new forum has been added which is hosted right here on this site. As
for the project, the code has undergone major redesign. Several small features
have been added such as loading screens and mouse selection menus. -Jan
13, 2004
It has been a long and slow process redesigning the Type-S game engine to support
more complex components. However, I am pleased to announce that I have successfully
integrated the Open Dynamics Engine into Type-S in order to create real world
physics. Special thanks to Ahmen Ismaiel for providing configured ODE library
code and examples. The
upcoming development release will feature car physics, a collision model and full
featured editors for both car models and environments. Please feel free to drop
me a line with suggestions for the upcoming demo. -Oct
23, 2003
Physics Update: after a long design process on how physics and collision will
be implemented, I have settled on using the Open
Dynamics Engine. This is a physics library that has been widely used to simulate
rigid body physics and is well suited for vehicle simulation project. Many of
you may have probably already seen this engine used in other projects, so I feel
confident that the development project will be going in the right direction. If
you would like to contribute, I will greatly appreciate any demos, tutorials or
source code from ODE. Thank you for being patient with the Type-S development! -July
28, 2003
RaceSimCentral is now the offical
host of the Type-S forum. Project
Update: Coder, a devoted fan, has developed an awesome 3D sound library
with OpenAL for Type-S. It will be implemented in the next demo release. You can
visit his website at www.first-reality.com.
Also
updated Links section. -July
27, 2003
Updated correct TypeSv0.1.3.0DE file in downloads
section. -July
19, 2003
Version 0.1.3.0DE is
now available to download. The purpose of this "Development Edition"
is to give the end user the chance to contribute to a work in progress project.
Version 0.1.3.0DE is
NOT a complete demo nor a bug free software. It is intended for the users who
wish to take part in the development process of the project. Version
0.1.3.0DE demonstrates obvious anomalies with the software such as; 3D models
are incorrectly initialized through TSI files. Camera angles are defined incorrectly.
Certain weird behavior is exhibited by the variables when doing unexpected operations.
Users who intend to use this software version are encouraged to resubmit fixed
TSI files, note bugs in the code, or even modify or add 3D model data for better
visual appearance. Suggestions and new ideas are always welcome. Those who submit
the best data and ideas which will be implemented in the next versions will be
credited for taking part of the development process. The reason for releasing
this edition is because the project has grown greatly in size and I am no longer
able to manage every aspect of it by myself. I plan to make this simulation a
true online developed project, where the input of anyone around the world can
make a difference. Please refer to the Development
section for documentation and details. -
June 29, 2003
Version 0.1.3.0 development demonstration has been set back a bit due to some
minor issues that arose with the car shop camera design. However I am expecting
to resolve these issues soon and post the updated version some time later this
week. If you have any questions or comments, you can e-mail me or simply post
them on the forum. -
May 29, 2003
New screenshots of
the Car Editor with Component Car Models. Each part or component is a separate
object and can be scaled, rotated, and positioned anywhere in 3D space. Each part
preserves its assigned properties and remains as part of the intended car model.
Tracks and environments are also component based, so adding new buildings, roads,
and objects is exactly the same as adding new parts to a car. -
May 1, 2003
Component Car Models (CCM), one of the most interesting features of Type-S, is
finally complete, and will be featured in the next demo. What is CCM? Component
Car Models give the user the ability to create car models with a variable amount
of parts or components. Each part is given a property that is characteristic to
its behavior. For example, the car tire is a component. Its properties can include
visual surface type, specific physical coefficients, location relative to the
car... etc. So why is the CCM feature so great? It gives the end user the ability
to truly customize any part of the car. Here are some examples of how CCM works:
- Create
specific parts of a car and add them to an existing model e.g. spoilers, rims,
wheels...etc.
- Mix
and match parts from other cars in Type-S.
- Define
properties for each car component e.g. reflective surfaces, the position/size
of the part relative to the car, drag coefficients, frictional coefficients, etc.
- Car
components are regular .3ds files, which means that you can create them with your
favorite 3D modeling programs.
- A
single car is defined as a collection of component files through the TSI text
files. Changing a specific component is as simple as typing in the path of the
component file into the TSI text file.
- Because
Type-S reads the location of the .3ds files from the TSI text, you can share the
same 3D models and textures among different cars.
-
Apr 7, 2003
More screenshots
added from upcoming demo. -
APR 4, 2003
New development demo v 0.1.3.0 is on the way. updated features will include:
- Modify
data through current .tsi files
- Car
selection menu
- Freely
adjustable driver camera
- Reflection
mapping and transparent car windows
- Viewing
code outputs to console
- Ability
to add cars, car components or tracks
Downloads section will include new car
files and updates of current components if people make submissions. I will post
a small tutorial for adding and modifying car components. If
you have any suggestions or ideas for the next demo, please post them on the forum. -
Mar 30, 2003
Component modeling, transparencies, and reflection mapping are now supported.
Component modeling means that each car is separated into different models, e.g.
car body, coupe, tires, rims, steering wheel, etc... and each of these models
can be assigned a reflectivity value and an opaqueness value (setting how transparent
the car windows are for example). I updated the screenshots
section with a sample of the new features on a car model submitted by MeSS. -
Mar 27, 2003
I am also trying to fix some browser issues with Netscape and mozilla, if anyone
is experiencing difficulty viewing this website, please let me know, thank you. -
It is now possible to install custom cars and tracks. This will be featured in
the next demo, however a user interface has not yet been designed for it (you
may post your suggestions on the Type-S
Forum). The way it works is the users create the necessary car data and make
a .tsi file which is very similar to an windows INI file, which describes the
location of the data, textures, initializes variables, etc... This is all that
is needed for the car model to be read in. The name of the cars or tracks' .tsi
files are added in the program's own .tsi file, so that Type-S can load the data
for the cars and tracks. It
may sound somewhat complex but it is really simple, all the process involves is
creating the car data, and modifying a text file. It would be nice to make a user
interface instead of writing manually to the initialization (tsi) text file, so
please if you have a good idea and would like to contribute you may post your
suggestions. The
dynamic camera system is also more complete and functional, for more info you
can check out the forum. I
have also made a better looking menu interface, which involves transparent buttons,
and other cool stuff. I will be posting some screenshots soon, as well as a description
of some of the new features. -
Mar 13, 2003
Updated the screenshots
section with some preliminary Ferrari 512S renders. -
Feb 12, 2003
The Lancia is finally ready, it will be included in the next demo release. I have
posted a render in the screenshots
section. I will post more later in the week. -
Feb 7, 2003
In the past couple of weeks I have been working on a 1970 Lancia Stratos. So far
most of the body work is complete although it is missing the textures. For those
of you interested I have posted some development screenshots. -
Feb 1, 2003
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