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FGear Vehicle Physics (v1.0)

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    #31
    it is finally available in marketplace : https://www.unrealengine.com/marketp...7d00ddbe1121df
    Last edited by lazybitgames; 10-05-2019, 03:08 PM.

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      #32
      From the documentation this looks very well thought out.
      Can you please provide some benchmarks for the simulation of the a vehicle? Preferably in comparison with the default UE vehicle implementation. What if there are 30-50 vehicles in a scene where some of them just stand still and others drive around.

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        #33
        Originally posted by Mellnik View Post
        From the documentation this looks very well thought out.
        Can you please provide some benchmarks for the simulation of the a vehicle? Preferably in comparison with the default UE vehicle implementation. What if there are 30-50 vehicles in a scene where some of them just stand still and others drive around.
        good idea, will do it, thank you.
        i wouldn't use fgear for stationary or traffic vehicles though, it would be overkill.
        anyway a comparison with ue vehicles will make things clear.

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          #34
          i added a list of known issues to the first post.
          these will be updated as bugs are discovered or solved.

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            #35
            Originally posted by Mellnik View Post
            From the documentation this looks very well thought out.
            Can you please provide some benchmarks for the simulation of the a vehicle? Preferably in comparison with the default UE vehicle implementation. What if there are 30-50 vehicles in a scene where some of them just stand still and others drive around.
            made a quick test and recorded a video.
            test map contains 200 basic cars(uses simplified pacejka tire model + no effects + 100hz) and 4 sandbox demo vehicles.
            when all 200 cars are visible i get around 65-70 fps at average, if i look away from vehicles i get 140+ fps.
            my system is i7 4790k + 2gb R9 380

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              #36
              Thanks, bought the plugin and it looks great so far. Just wanted to test it on Android but getting this error when launching it: "Plugin FGearPlugin failed to load because module FGearPlugin could not be found."

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                #37
                Originally posted by Mellnik View Post
                Thanks, bought the plugin and it looks great so far. Just wanted to test it on Android but getting this error when launching it: "Plugin FGearPlugin failed to load because module FGearPlugin could not be found."
                i have just tried it from ground up and it just worked ok.

                may be it is related with another problem like the following topic: https://answers.unrealengine.com/que...could-not.html

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                  #38
                  here is a preview screen from runtime modification sample, we only took a small set of parameters for this otherwise it could take forever to complete the ui blueprints:

                  Click image for larger version  Name:	Untitled.jpg Views:	1 Size:	120.5 KB ID:	1672784
                  Last edited by lazybitgames; 10-10-2019, 01:41 PM.

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                    #39
                    Found the issue regarding the module not being found on Android. You need to add "FGearPlugin" to your PublicDependencyModuleNames in your Build.cs of your project.

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                      #40
                      Some suggestions and requests:

                      You have very much logic inside the AFGearVehicle class. Most of that should be inside of a component instead. The reason for that is it makes inheritance easier. For example in my project I have a base class "AVehicle" that inherits APawn. Now there is ABoat, AHelicopter, AWheeledVehicle and APlane. All of them inherit AVehicle.
                      For cars I use the default UE4 vehicles right now so I just have to add some components to AWheeledVehicle. If I wanted to use your plugin I would need to copy everything from AFGearVehicle to AWheeledVehicle.

                      Do not override UPhysicalMaterial. It just makes everything harder for existing projects to use your plugin. I would need to recreate all physical materials. It also prevents users from defining settings per vehicle (friction, roughness, smoke particles etc.)
                      Instead do it similar to UE4's vehicle system. They have a tire config class where you can define friction etc. per physical material surface. You can then assign the tire config per wheel. (You already have UFGearTire or UFGearWheelOptions that you could use here.)

                      Do not override USkeletalMeshComponent. Basically same as above. Makes it hard to switch to your plugin. I also see no usage of your custom class in the code.

                      Replication! I know it's already on your list, just saying this is important.

                      Backfire detection for the effects class. Somebody else already suggested.

                      Support for more platforms. Probably works but if you could support Linux and Mac that would be great.

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                        #41
                        Originally posted by Mellnik View Post
                        Some suggestions and requests:

                        You have very much logic inside the AFGearVehicle class. Most of that should be inside of a component instead. The reason for that is it makes inheritance easier. For example in my project I have a base class "AVehicle" that inherits APawn. Now there is ABoat, AHelicopter, AWheeledVehicle and APlane. All of them inherit AVehicle.
                        For cars I use the default UE4 vehicles right now so I just have to add some components to AWheeledVehicle. If I wanted to use your plugin I would need to copy everything from AFGearVehicle to AWheeledVehicle.

                        Do not override UPhysicalMaterial. It just makes everything harder for existing projects to use your plugin. I would need to recreate all physical materials. It also prevents users from defining settings per vehicle (friction, roughness, smoke particles etc.)
                        Instead do it similar to UE4's vehicle system. They have a tire config class where you can define friction etc. per physical material surface. You can then assign the tire config per wheel. (You already have UFGearTire or UFGearWheelOptions that you could use here.)

                        Do not override USkeletalMeshComponent. Basically same as above. Makes it hard to switch to your plugin. I also see no usage of your custom class in the code.

                        Replication! I know it's already on your list, just saying this is important.

                        Backfire detection for the effects class. Somebody else already suggested.

                        Support for more platforms. Probably works but if you could support Linux and Mac that would be great.

                        hi, thanks for the suggestions.

                        -we could separate driving assists and maybe telemetry from AFGearVehicle class but i do not think that it would fully prevent your inheritance problem.

                        -we will look into the physical material and the skeletal mesh component issues.

                        -replication and backfire are in our todo list.

                        -unfortunately these extra platforms require a lot of effort to support and we do not have the hardware for mac/ios and we have little to no experience with linux. i believe you can manually compile the source for any platform since there is no external dependency except a few unreal plugins.

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                          #42
                          there is an issue that breaks the library if you want to manually compile with visual studio 2019

                          solution1 : stick to vs2017
                          solution2 : try the workaround mentioned in this topic.

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                            #43
                            Hi all,
                            I am the other programmer in this project. Multiplayer(replication) added. I'm testing. If there is no problem we will post it in the next update.

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                              #44
                              How is it going with the update?

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                                #45
                                Originally posted by Mellnik View Post
                                How is it going with the update?
                                a little more things to be done, we will try to release before december.

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