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Vehicles and persistent objects

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RunShotgun

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Vehicles and persistent objects

The reason behind this blog is to share crazy ideas we/the community come up with and to give you a glimpse behind the doors of our studio. What you are going to see in this blog section are things that aren't ready for release and most likely very very broken as you'll see shortly.
 

Vehicles

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A synonym of dynamism is movement. Scenery developers spend an incredible amount of time and resources developing algorithms to move vehicles around airports. This adds a lot to the experience and immersion in the sim. We are bringing this to the next level. When you get ready to fly an adventure on the Skypark, a vehicle will bring an actual payload item to you. You can then load it on your aircraft through the Manifest app. This will make your adventures more dynamic then ever and makes The Skypark stand out from the job/mission generators currently available in the community.

 

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Finding the nodes

We started by looking at the airport layout and breaking it into nodes and connections. To validate our code, we decided to create objects directly in the sim that represent each taxiway nodes at the airport. These will be used to guide the vehicles to the desired location.

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Finding the shortest path

We looked into multiple algorithms to find the shortest path between a given parking location at the airport and the aircraft's current location. This is an awesome test that will enable us to create and test scenarios that covers any possibilities we might come up with in the future.

 

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Breaking things

From that point on, we started looking into how we can a vehicle drive along that route. After a few days playing with different methods, we found the right one for the task. Obviously, we have seen lots of weird things happen... This gif is a great example of that.

 

A smooth ride

Finally, after many many hours playing with the algorithm, we finally managed to get a smooth ride our of our default car! We are still testing edge cases to make sure the care doesn't reach mach 2 on the way to your aircraft!

 

 

Persistent Objects

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One of the most important things we provide on The Skypark is a dynamic world full of objects. In order for this to work, we have to create tools, do some tests and stress the system for find the limits.

 

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The tool

There is no way we're going to place thousands of object into the world manually so we had to build a tool. This tool has become what we are going to use internally to create adventures on The Skypark.

It enables us to create objects in bulk using nodes and segments to make our scenes easy to create and maintain.

Lot of planning went into this tool to make it as flexible and capable as possible to be able to create the most insane missions and events imaginable.

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Making it to the sim

From that tool, we inject the generated objects into the sim. Here we can see lines of cones, trucks and hundreds of boxes stacked on top of eachother. The direct connection between our tools and the sim enables us to move objects on the fly and create the scene in a visual context.

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The world is never perfect

The world we live in is never perfect. You can try to position object inline with one another, it won't ever be perfect. That's why, when we make a line of objects, we can input some randomization in their position/rotation. That way, you don't end up with fences, boxes, trees and cars that look like they were aligned by a machine.

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Because we can

In Prepar3D, each object we drop has its own physics. This got us wondering how far we could push this thing...

With 200kt winds, pretty far it turns out!

 

That's it for now! Be sure to FOLLOW this blog to get notifications when a new article is published and read our previous article about Persistence & Purpose here:

 

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Best Regards,

Keven Ménard
Creative Director //42

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