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Plan for Brett Fattori

Plan for Brett Fattori
Name:Brett Fattori
Date Posted:Jul 27, 2005
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Blog post
Decals, skidmarks, and UV Coordinates... oh my!
Hey folks, it's been a while since I last posted a .plan for y'all to read. I've been watching others post theirs and got the itch to submit my latest developments. dRacer progresses -- slowly. We're addressing the issues that would cause us to go from being a good title, to a great title. Lately I've been working on getting the static decal system merged with our dynamic decaler.



The dynamic decaler is a system that lets us put decals anywhere on the level, on any surface, and network them to the clients. Decals can be spot decals (essentially a square of texture) or a linked decal (like a smear or a skid). The system handles all the under-the-hood stuff like memory pooling and resource management, and exposes a couple of simple methods to add, update, and remove decals.

Here is what the skidmarks looked like, and what I was aiming for:

vs.

These skids were essentially a solid texture that was alpha blended onto the track as a linked decal. The UV coordinates weren't really calculated since the texture was solid. This was the simplest way of doing things, but I was never happy with how they looked. The edges were too sharp, making them look too "computerized".

I sat down and started working out the way to get texture coordinates in a format that I needed to support nice soft skidmarks. I needed to be able to draw a texture across the decal, regardless of how it lined up in world or object coordinates. This led to some challenges and late nights, but eventually I came up with (what I think is) a good solution. I knew it worked when I first saw my test texture line up properly.



Now I could be assured that the skids would bend and twist properly as the car bounced off of walls and careened across the road. I had to try it, so let me share my first test image after getting them to work properly:



...and, just a little showing off -- letting the AI generate lots and lots of skids:



- Brett

Recent Blog Posts
List:01/10/08 - A small hello
02/18/07 - Recent Stuph
03/03/06 - So long and so out of touch...
12/15/05 - Plan for Brett Fattori
11/01/05 - Plan for Brett Fattori
10/14/05 - Plan for Brett Fattori
09/29/05 - Plan for Brett Fattori
08/24/05 - Plan for Brett Fattori

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John Rockefeller   (Jul 27, 2005 at 01:48 GMT)
This is really awesome. How long have you been working on this?
I am also making a racing game :)

nibbuls   (Jul 27, 2005 at 02:02 GMT)
Yea... that is awesome!

Congrats on getting it to work.

Tom Bampton   (Jul 27, 2005 at 04:18 GMT)
Here's a little quote courtesy of my quote file of evilness from quite some time back when Brett was first working on skidmarks and getting a little annoyed ...

[17:16] <Cow|Too> damn skidmarks
[17:16] <Cow|Too> I can make these things in my drawers all day
[17:16] <Cow|Too> but on the computer.... NOOOOOOOOOOOOOOOOOO

:)

James Laker (BurNinG)   (Jul 27, 2005 at 07:11 GMT)
lol

Andrew Nicholson   (Jul 27, 2005 at 09:05 GMT)
Cool.... Very cool stuff brett.

Peter Dwyer   (Jul 27, 2005 at 10:04 GMT)
Very nice :o). I'm a great fan of Burnout games and would love to see something like that fromthe community. Add some car damage...go on please ;o)

Are you moving this over to TSE when done?

Brett Fattori   (Jul 27, 2005 at 13:19 GMT)
Gee, thanks Tom for letting people know all about my trouser work!

@John: About 1 1/2 years so far.. It's been a lot of work since there was a need to redo the entire vehicle system and physics system and networking and... well, you get the point. :-)

@Peter: There's certainly a possibility that this will go TSE. However, TSE doesn't have a big enough reach right now with DirectX only. Once it's OpenGL and supporting Mac and Linux, it'll be a better platform.

- Brett

Tom Bampton   (Jul 27, 2005 at 13:23 GMT)
Brett, no worries matey :) Beware the quotes file!

T.

Darren Stuart   (Jul 27, 2005 at 16:59 GMT)
looks smart. the cars a bit small :P

Clint S. Brewer   (Jul 27, 2005 at 19:21 GMT)
I like the test texture pic, I can imagine how happy you were when you saw that working :)

Anders Linder-Noren   (Aug 04, 2005 at 20:41 GMT)
Extremely nice and fun looking. (Fun to play, not fun like looking funny) Will there be a beta-release anytime soon, or have it already been one?

Stefan Beffy Moises   (Aug 18, 2006 at 22:13 GMT)
Hi Brett, care to share how you get the texture coords and blend those skids? I'm having a really hard time getting splashes on the player to work... :/
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10899
Edited on Aug 18, 2006 22:14 GMT

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