Hi all, After 6 years of working on my game; 3 of which were learning, I've launched the website and the first gameplay footage so I thought I'd show it to you guys. It's a kart racing game/simulation coded all in C# and uses raw RakNet for the multiplayer (Client/DedicatedServer/MasterServer). The physics engine I created from scratch as it uses a real-time FEM model to simulate the chassis of the kart. Some of the art is still being redone (i.e. the Trees) as I modeled this over 3 years ago. I'd love to get your feedback on the website and the game. www.KartSim.com
OMG. This looks amazing! Did you do all of it by yourself?! I can't really see any fault in it, the car physics looks amazingly realistic, love the vibration really adds that extra layer of realism. Seriously, top notch effort.
Thanks I am da Bawss! That's right. I've now got someone else working for me to get it to launch, but I've done everything that you see in the video.
What did you make the track surface itself in? I assume it's not laser-scanned. All the imperfections are geometry? I've seen your other screen shots, is the grass from a shader?
The track surface was created in 3DSMax using GPS and survey reference. That said, the tracks in the full release will be laser scanned. The grass is rendered using a custom shader I wrote to blend properly between 5 different layers like in the shot below:
Very nice physics and graphics. I wandered over to your site and couldn't help but noticing that all of the pictures looked very non anti-aliased and had some odd artifracting around/on the player; I assume they're outdated?
WELL DONE! Outstanding attention to detail. Very inspirational work. I predict this will end up in the gallery section of the Unity website.
I thougth this section was to showcase Unity powered projects? (yours is not Unity powered, Although it's a very nice thing you made!!)
ooh, ok, from your way of writing: "It's a kart racing game/simulation coded all in C# and uses raw RakNet for the multiplayer (Client/DedicatedServer/MasterServer). The physics engine I created from scratch as it uses a real-time FEM model to simulate the chassis of the kart. Some of the art is still being redone (i.e. the Trees) as I modeled this over 3 years ago." it looked like it was a custom engine running the demo. My bad
Very impressive - though is that the only camera angle? I don't race karts, but I'd assume the driver's eyes are usually above the steering wheel, not to the side of it. Very clean work - perhaps one of the best vehicle physics I've seen on Untiy.
Looks amazing. Great job, certainly one the nicest products I have seen done with Unity. Very inspiring.
Outstanding work from what I can see. As a ex-Kart racer I think you have done a very good job both visually and with the physics from the looks of it. I like that you got the axle hop and everything in there.
I remember seeing some early shots of the track you posted a while back and thinking that it looked very impressive - I'm glad to see the gameplay matches the look! Very nice video Zach, great job
Thanks again guys! The public beta testing will be starting in a few weeks with the facebook page's fans at www.facebook.com/KartSim Of the few questions that were raised: This isn't using the terrain system, although it is something I have thought about. Particularly if the Raoul's road tool could be extended to wrap the terrain around a high density track surface. There are other camera angles including the main driver view This was just used as it showed off more than just the driving. i.e. the steering components working at the front. I'll be releasing a new developer diary in the coming weeks so stay tuned...
Impressive! Will you share some infos/dev diary/tips/tricks for unity of some sort in the near future regarding this project?
Did you fix up the tree problem you had awhile back? Its hard to see in the clip. You mentioned that trees need to be redone but it looks like you made a lot of improvements from when i looked at them end of last year. And lol at your voice at the beginning
Top notch artwork, top notch physics...what else is there to say!? I think this project will be highly successful for you. I would actually love to see this come to iOS. You would immediately have my purchase on the app store!
A new night racing shot from KartSim. Multiplayer Beta is starting on the 15th of December for all our Facebook fans! It switches to deferred rendering at night as the sun sets, hence the aliasing. www.facebook.com/KartSim
I think this looks amazing, I think you've done a great job here mate and wish you the best of luck.... You have some serious talent! =]
Be more active : google is your friend http://steamcommunity.com/sharedfiles/filedetails/?id=250033503
I did Google, but that didn't give me a personal response from the developer within this community. My attempt was mostly to engage the OP within the Unity forums. It appears they ditched Unity and went with Unreal engine. That stinks and may explain the lack of updates within this thread.
It's normal, you have for very low price a really advanced engine and toolset from people working on "Gears of War" or "Fornite". From www.facebook.com/KartSim
Hello zenGarden, Im curious to know which is the most important reason that pushed you to move to Unreal Engine. In your facebook page you stated "The switch across engines has also yielded a massive performance boost. The tyre model alone now runs 476% faster than it does in Unity primarily due to the increased performance offered from C++ vs C#". Should this be possible with Unity too using an external c++ plugin?
@newlife : this is not my team game, i don't work on this game You should ask to the authors by mail or on their site. For desktop game in a team we use UE4 so i know why they moved for KartSim to UE4.