Custom game engine (C++/Vulkan) - vehicle physics & PBR materials test

Опубликовано: 05 Апрель 2022
на канале: Lewa
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A small update to the last video.
Replaced the map to feature more interesting PBR materials, diffuse as well as low roughness/metallic ones to showcase IBL (Image Based Lighting) better.
Also placed physics objects in the scene. A "canon" which spawns a sphere every couple of seconds with an initial impulse as well as a pillar which rotates at a fixed rate.
Both of those are completely physics driven and can naturally interact with the players car controller as it is also completely physics driven. (Rigidbody with a raycast suspension system.)

There are of course still issues left with the vehicle physics i have to sort out. (Reverse gear not being implemented, still having issues with the pacejka tire model at lower speeds, vehicle differential being very simplistic, etc...)

You can also see occlusion issues with the cubemaps on reflective materials. (where you see the sky being reflected even though it should be occluded by a wall, etc...) Have to look into some form of probe-lighting solution, screen space raytraced reflections and maybe even full on realtime world-space raytracing.