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FGear Vehicle Physics (v1.2)

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    [RELEASED] FGear Vehicle Physics (v1.2)

    hi,

    FGear is a custom vehicle physics solution that helps you build arcade or semi-arcade style racing games. It is mostly focused on 4 wheel cars but multi axle setups are also possible. The library consists of a core module and some extra components that were used while making the demos/example project.


    MarketPlace : Available Here


    Available Demos :
    *Controls for Pc Demos: Arrow keys + Space for handbrake + R for reset

    Disclaimer: The red sports car model in the track/sandbox demo is not included in the package or the example project.




    Here is the core feature list:

    Core features:
    • Desktop or mobile.
    • Adjustable integration steps.
    • Simplified pacejka, pacejka96 and MF6.1 tire model options.
    • 3D wheel support(multiple raycasts or sphere cast).
    • Simple engine model with a torque curve.
    • Configurable auto/sequential/manual(h-pattern) transmissions.
    • Open, locked or limited slip differentials.
    • Ackerman steering, toe and camber.
    • Adjustable torque and brake distribution of axles.
    • Simple spring/damper suspensions with preload option.
    • Multi axle setup support.
    • AeroDynamics component for drag and downforce effects.
    • Standard input manager with keyboard,joystick and wheel+shifter support.
    • Driving aids like abs, asr, esp and anti roll bars.
    • Detailed telemetry ui.
    • Basic save/load system.
    • Various sample setups and demos.
    In addition to the core features we will prepare a couple sample scenes and for these there will be some extra features available like:

    Extras:
    • Adjustable 3rd person camera.
    • Sample visual&sound effects like engine, skid and muzzle effects.
    • Mobile input demo.
    • Custom collider component for separating collision from inertia.
    • Basic AI driver.

    For more information you can visit https://fgearvp.wordpress.com

    CHANGELOG v1.2
    • Substepping support
    • Save/Load option(editor only)
    • Sticky tire option for preventing low speed slips (experimental)
    • Custom editor UI elements (for ex. you can see top speeds for each gear in editor)
    • Basic AI Driver component
    • New AITest map for sample project
    • Separate axis mode option for StandardInput
    • Option to prevent tire-ground penetration
    • Sphere casting option
    • An additional rc car setup for the sandbox map
    • Minor improvements and bug fixes

    CHANGELOG v1.1
    • Network replication
    • Suspension improvements including hard contact option
    • Auto reverse option for transmission
    • Sample backfire implementation for FGearEffects component
    • Runtime modification map for example project
    • Enter/exit vehicle map for example project
    • Stress test map for example project
    • Multiplayer map for example project
    • Two additional sample setups for the sandbox map
    • Minor improvements and bug fixes

    TODO for next release
    • Bug fixes
    • Replication revisit
    • Multiplayer Demo

    KNOWN ISSUES
    • Replication is problematic with 4.23 & 4.24

    Any feedback is welcome.
    Last edited by lazybitgames; 02-17-2020, 05:20 PM.

    #2
    Cool stuff. Sounds interesting.

    Comment


      #3
      will it include any cars? or just unreal basic vehicle?

      Comment


        #4
        Originally posted by tero83 View Post
        will it include any cars? or just unreal basic vehicle?
        unfortunately the included cars will not be game ready models, basic models like unreal's sample vehicles.
        the car models in the touring demo are not included.
        Last edited by lazybitgames; 07-17-2019, 11:28 AM.

        Comment


          #5
          But will this get updates or then be abandoned like other similar ones already on the marketplace and not mantained anymore?

          Comment


            #6
            Originally posted by DarkS474 View Post
            But will this get updates or then be abandoned like other similar ones already on the marketplace and not mantained anymore?
            FGear 1.0 was released for unity in January and we released two more updates until now, it will be similar for the unreal version. If we do not hit some technical limitation/problem wall, we will add all the features listed in the first post. In the long run we will continue improving the core library, fixing bugs etc. but we do not want to spend time on gameplay specific features like enter/exit vehicle or headlights etc. so the feature list may not expand a lot but we will try to keep the core features solid and stable.

            Comment


              #7
              first screen, the core physics port is nearly complete but we still have much work to do.

              Click image for larger version  Name:	fgearu1.jpg Views:	2 Size:	169.2 KB ID:	1656592

              Comment


                #8

                Can it be used without the need for c++?

                Comment


                  #9
                  Originally posted by Mrtbsr View Post
                  Can it be used without the need for c++?
                  it will be a plugin so you can both use c++ or blueprint.

                  Comment


                    #10
                    here is a preview video, this is a quick lap around the track with an rwd sports car:

                    Last edited by lazybitgames; 09-05-2019, 10:20 AM.

                    Comment


                      #11
                      Hey Lazybitgames will there be support for tracked vehicles such as tanks in FGear? Just curious

                      Comment


                        #12
                        Originally posted by HeadClot View Post
                        Hey Lazybitgames will there be support for tracked vehicles such as tanks in FGear? Just curious
                        hi, fgear supports multi axle setups but tracked vehicles have different mechanics so the initial version will not support that.
                        we continuously improve the library so we will consider adding this feature in the future releases.

                        Comment


                          #13
                          i'm super interested into this one, i've been waiting for a long time for a proper car physics in ue4.

                          Subbed on YT & this thread so i wont miss a thing.

                          Don't forget to make it replicated for multiplayer games.
                          Last edited by IronSuit; 09-05-2019, 04:15 PM.

                          Comment


                            #14
                            Originally posted by IronSuit View Post
                            i'm super interested into this one, i've been waiting for a long time for a proper car physics in ue4.

                            Subbed on YT & this thread so i wont miss a thing.

                            Don't forget to make it replicated for multiplayer games.
                            the initial release will not be replicated(it does not mean that you can not make a multiplayer game), this is planned for the first update after initial release.

                            Comment


                              #15
                              track demo is released : Pc Track Demo (106mb)
                              Last edited by lazybitgames; 09-15-2019, 10:22 AM.

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