CubicVR 3D Engine - Vehicle Physics Demo (HD)

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Uploaded by on Jul 6, 2009

Teaser video of the sandbox being developed by Cubic Productions: http://www.cubicvr.org/ and Ravenous Games: http://www.ravenousgames.com/ for an upcoming open-source stunt driving game.

This demo does not represent the final gameplay and should be considered a physics and deferred rendering technology preview.

Enabled Features in this video:
* GLSL Deferred Shading, all lighting and effects are applied to the output render buffer
* Real-time split area shadow volumes running at separate resolutions with automatic range & orientation
* GLSL PCF + PCSS soft shadows
* GLSL Near & Far Depth-of-Field (DOF)
* 128-bit buffered GLSL HDR bloom for specular and sky
* GLSL Screen-Space Ambient Occlusion (SSAO)

Category:

Gaming

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Standard YouTube License

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Uploader Comments (cjcliffe)

  • This running on Dreamcast would be very interesting. If I'm reading the description correctly the actual video image is post rendering and so would not run live in a Dreamcast environment. So exactly how can this 3d engine interface with the DC hardware? big question. My assumption is the physics could be ported to the Dreamcast live rendering in game environment but the dc hardware falls well short of the shading and 3d camera motion and other graphical effects.

    Mod nation racers anyone?

  • @Retrogamer71 Dreamcast and PC share the same code within CubicVR with special cases or oprimizations added for each platform (PC / Mac / Linux / PSP / iOS / DC) for example only PC/Mac/Linux support the OpenGL shaders but on DC it will fall back to fixed-function rendering -- I plan to pick up a new DC SD-Card adapter so that I can test it out without the DC-Serial ramdisk which is making it difficult to use any serious models and textures.

  • @Retrogamer71 The engine compiles from the same C++ source including physics for Dreamcast, PSP, iOS, Linux, Windows and Mac (and soon Android via NDK) -- the only limitation between the platforms will be the available resources such as memory, CPU and polygon count which will affect visual quality. This demo uses a desktop video card and advanced post-processing shaders for effects, those rendering features won't be available on DC but the rest will still work if the polygon count is reduced.

  • @cjcliffe This engine compiles for Dreamcast?

  • @Retrogamer71 it does, you can find it at github.com/cjcliffe/CubicVR -- just realized I responded to your last query twice -- looks like youtube doesn't mark it read if you just reply from the video :)

  • Any way to get this on psp?

  • We're working on doing a vehicle physics demo for PSP, Dreamcast and iPhone in addition to the OSX and Windows versions, you can expect to see some videos posted when it's all ready.

Top Comments

  • Dreamcast.... It's still thinking!

  • Pleased to see so much love for the Dreamcast still, would love to see a Dreamcast port. The community is still alive and well. DC will never die!

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All Comments (23)

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  • This looks great! 

  • Please keep working on the dreamcast port of cubicVR. While the graphics, large environment/draw distance in the video are assuredly beyond the DC's cpu+ram limitations, being able to have a prepackaged 3d engine where we could apply these physics, and subsequently work on optimizing models and environments and tweaking the engine, would be a huge deal for the casual DC developer - which these days, is most people who mess around with KOS.

  • This is like trackmania meets mario kart. Please make it multiplayer. Different stages with different levels of gravity.  Instead of power ups, you could hit a post to drop a pile of bricks in the way of the opposition. So much fun!

  • DREAMCAST!!

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