Wrench - A VR game about fixing cars

Bruno Afonseca did the oil effect. It’s a skeletal mesh that dynamically updates bone positions to create the arc. It also runs traces between each bone for collision detection.

Wow! this looks amazing !

As a fellow track day enthousiast and ex-mx5 owner I would have loved to have something like this . This would have saved me so much time to find out how things fitted together before tackling any big job instead of having to find relevant forum thread or manual .
I also could see schools being interested in something like this .

Really looking forward to see more update on this .

Lots of updates for may including a first pass at the non VR play mode:

https://.com/watch?v=CIHvVPc5OQQ

Some high poly modeling for today. After I get this stuff into game I will be able to tackle the timing belt. It needs teeth that engage with the cam and crankshaft sprockets but it also needs to move when the engine turns or when the tensioner is adjusted. I think its going to be a tiling displacement for the tooth profile + a tiling strip with alpha to give the front face some texture info. Then I can just scroll it for belt spinning.

We got the timing belt implemented and working today. The belt itself is pretty lightweight considering it has animated teeth:

https://www…com/watch?v=NM2kWu6x8-c

Much more advanced engine interactions:
https://www…com/watch?v=t9vENxj6ncE

https://www…com/watch?v=8-3I71NWnUo

I have been doing lots of work on the chassis:

Just came here to say that your work is amazing! It’s so accurate and high detail.

https://.com/watch?v=MWICxuFX410

We launched our steam page today and I put up this video to promote it:
https://www…com/watch?v=1X0lCnMW9xI

Wow… Just spectacular. I love the amount of accurate detail you’re putting into this, from the casting marks to the different types of metals and the ground sufaces and the welds, etc. Just like the real thing. Can’t wait to try this!

We just launched a free demo for Rift users on the Oculus store:

Congrats on the launch!

Amazing work and idea, gratz on the steam launch!

Early Access coming next week:
https://www…com/watch?v=M8uZMoTHZyc

Amazing! I hope you have many supports on steam and everything else! I have a basic question. Which kind of algorithm do you use to know where each part should be? The first idea in my mind would be using tags for each part, but it feels that large projects will have poor performance. Like Why a bolt go there and no over there… Thank you!

EDIT: It seems to be working using only collisions and sockets. But the snapped position is still kind of buggy.

We have made a ton of updates to Wrench since we launched. Pictures of a few of them: