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#vppdev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #vppdev, aggregated by home.social.

  1. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  2. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  3. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  4. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  5. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  6. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  7. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  8. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  9. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  10. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  11. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  12. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  13. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  14. News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.

    The update is live now for Enterprise license holders. Professional and Community editions will follow soon.

    Release notes: 🔗 vehiclephysics.com/about/relea

    #VPPDev #Unity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator

  15. News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.

    The update is live now for Enterprise license holders. Professional and Community editions will follow soon.

    Release notes: 🔗 vehiclephysics.com/about/relea

    #VPPDev #Unity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator

  16. Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.

    #VPPDev #Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #ScreenShotSaturday #Showcase #GamePhysics #Simulator #Simracing #Driving

  17. Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.

    #VPPDev #Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #ScreenShotSaturday #Showcase #GamePhysics #Simulator #Simracing #Driving

  18. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  19. Upcoming work includes completing the new VPP Input Manager with support for Unity’s Input System, and major improvements to the tire contact model and its connection to steering force feedback.

    Changelog: vehiclephysics.com/about/chang

    #VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #FFB #GamePhysics #TireSimulation #Simracing

  20. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  21. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  22. Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.

    #VPPDev #Unity #IndieDev #GameDev #Physics #GamePhysics #TireSimulation #Simracing

  23. Visualizing Slip Ratio (left) and Slip Angle (right) as calculated by Vehicle Physics Pro. As part of the ongoing redesign of the tire flex model, we need to ensure that these calculations remain perfectly smooth and continuous across their full range.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Engineering

  24. The Tire Friction Model v2 in Vehicle Physics Pro. Friction curves can be easily configured in the inspector to match available data or expected behavior. The latest iteration also adds rolling resistance to the tire specifications.

    #VPPDev #ScreenShotSaturday #Unity #MadeWithUnity #Showcase #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins

  25. Summer brings a slower pace, but we’re still pushing forward with these ongoing developments:

    🔹 Removing dependencies on Unity’s Legacy Input Manager.

    🔹 Refining tire compliance (tire flex — stiffness and damping) in the friction model.

    🔹 Exploring new ways to implement kinematic suspension from real-world data.

    As always, feel free to reach out for a good tech discussion!

    #VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #ScreenShotSaturday #Physics #GamePhysics #TireSimulation

  26. Unity 6.1 is now available, and Vehicle Physics Pro has been updated for full compatibility with the Unity 6 API.

    The update is already live in the Enterprise license repositories. Professional and Community editions will follow soon.

    Release notes: vehiclephysics.com/about/relea

    #Unity6 #VPPDev #IndieDev #GameDev #Simulator #GamePhysics

  27. Riders of the kerbs. A beautiful slow-motion view of the new tire contact model in Vehicle Physics Pro. Watch as the tire rides over the top of a kerb, with the contact patch dynamically adapting to the surface.

    #VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #Racing #PERRINN #Project424 #Engineering

  28. Testing friction and damping effects using the standard device force, without relying on DirectInput effects. This implementation provides full control over FFB effects, enabling more realistic steering forces.

    #VPPDev #Unity #MadeWithUnity #GameDev #FFB #GamePhysics #Simracing

  29. Unity 6 is out! However, I’d consider Unity 6.0 more of a beta release. It still contains major bugs related to wheel colliders, physics, and the editor UI text (pics and links below). These issues may (or may not) be fixed during the 6.0 lifecycle, so I can’t guarantee that Vehicle Physics packages will work 100% on Unity 6.0 yet.

    discussions.unity.com/t/wheel-

    discussions.unity.com/t/ragdol

    discussions.unity.com/t/blurry

    #Unity6 #Unity #Unity3D #VPPDev #IndieDev #GameDev #Physics #GamePhysics #UnityTips

  30. Here’s the new version of the Torque Maps for the PERRINN 424. These maps now factor in powertrain efficiency directly into the power calculations, delivering a flat torque response at the wheel shaft.

    #VPPDev #Unity #MadeWithUnity #Simulator #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins #ElectricVehicle

  31. How does the force feedback (FFB) model calculate the torque applied to the steering wheel device?

    First, we set the maximum torque the device can handle (20 Nm in this case). The FFB component then calculates the steering load coming from the steering rack using its physical model and applies the corresponding torque ratio to the device.

    #VPPDev #Unity3D #MadeWithUnity #PERRINN #Project424 #Engineering #Motorsport #Simulator #Simracing #FFB

  32. Did you know that tire radius grows with wheel angular velocity? The faster it spins, the more it expands. At 360 kph (224 mph), the tires of the 424 grow by 5 mm. The new kinematic wheel model includes parameters to configure this effect, which is crucial since increasing ride height by 5 mm at high speeds significantly impacts aerodynamics.

    #VPPDev #Unity3D #MadeWithUnity #Engineering #Motorsport #Simulator #PERRINN #Project424 #TireSimulation #DigitalTwins

  33. Final version of the blueprint for the kinematic suspension feature in Vehicle Physics Pro. Instant axis, pushrod, suspension travel ("damper travel") and bump stops are all represented.

    This is the first step before implementing the suspension using actual joints.

    #VPPDev #Unity3D #MadeWithUnity #Simracing #Engineering #Motorsport #PERRINN #Project424

  34. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  35. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  36. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  37. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  38. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  39. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  40. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  41. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  42. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics