The video is quite long, over 13 minutes and that's after some heavy trimming.
For those not interested in the flying parts, here's just the last part with Tatra trucks:
Making of video
It consumed three music tracks, and it consists of three main parts as well:
- landing at Lukla, a short fly over and then a take off with mountain scenery views
- approaching and landing at a fictional airport built at the edge of Lesser Himalayas
- driving Tatra truck to a log cabin in woods on a nearby hill
A simple LAN networking was added to make the scenes where two vehicles can be seen moving: two Cessna planes in Lukla, a Cessna flying over the truck in the second part and finally two trucks in the last part.
The network connects up automatically whenever the other machine is reachable. It led to several surprising encounters when we were each just debugging and tuning our code, suddenly seeing the other one go by, like when one was working on the pavements in Lukla and while the other suddenly showed up, training the landing at the airport. It was quite a refreshment during the development.
Otherwise the making of the video resembled real movie making - each scene was taken several times from various angles, capturing two video streams in each run. There was probably 20 times more material taken than used for the final scene. Not counting those shots where we forgot to adjust sun position chosen for given location.
The video shows the current state of engine, and given that it's still in an alpha stage there are some noticeable bugs. Bear in mind that we aren't scenery designers so basically everything you see there is programmers art.
Here are also some images from used locations.
Lukla
Fictional airport & city
Roads & Woods
Woods & Mountains
Used music:
Fresh Air / Airports and Hotels / Great Outdoors by ibaudio.com
Meadow ambient sound by eric5335
11 comments:
Early in development, but still breath-taking work! Is this build OpenGL? Very good to see first person aspects on the ground and in the Tatra! You guys are sitting on gold!
Kridian
+1
Looking really good- I had a bit of a 'that is awesome' moment when the Cessna crossed a bump at the Runway/Taxi way boundary!....that kind of micro-mesh detail is something that is sorely missing from current flight sims who treat most landable/taxiable surfaces as completely flat. The bumps on a taxiway (i.e. drainage grates, asphalt boundaries) help to give a sensation of speed so this is a welcome feature.
Did I notice that the cockpit also received shadows from the adjacent building too?! Or was that just the Cessna self-shadowing?
@Kridian Yes, it uses OpenGL 3.3
@Timmo Yes, objects are casting shadows on both terrain and other objects
Can't wait to see the demo as promised in the last post :-) Very cool!
This is so COOOOOL!
i dont mean to hype this up to much but this plus destructible terrain equals one of the if not the best game ever made. a separate mode with ore veins "not the minecraft ore pockets" would be incredible as well. - joe
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