• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

Amazon's Lumberyard - should we consider it ?

luchian

Administrator
Staff member
For quite some time now, Amazon is developing its own game engine. That is nothing new. However, in the latest release, one feature might be of interest for the activities around here: new ready-made components for generating roads and rivers.

For full release notes, see there. But to our attention, this extract: Road – Use this component to create paths in the terrain. You can create roads that follow the curvature of existing terrain by applying a texture over the terrain texture. You can also use the Align heightmap feature with the Road component to shape the terrain to the height and curvature of the road you placed. For more information, see the Road component in the Amazon Lumberyard User Guide.

road_lumberyard.jpg


Track making anyone ? :nerd:
 

McDev

New Member
Well I was already thinking about that using Unity. You can just use any 3D Programm out there including game engines to make your tracks. The great thing about using game engines is that you can usually code custom tools much easier than with regular 3D software.

Unity does not do this from scratch and you would need other tools from The AssetStore or make your own if you can.

The main issue is how to get the assets out of hte engine and into assetto corsa. But usually that is a no brainer today, Unity has FBX exporters and it would make we wonder if this was impossible with Unreal or Cryengine (which Lumberyard is based on).
 

Pixelchaser

Well-Known Member
these engines cant really deal with the necessary road mesh information that's required for racing sims. for everything else scenery wise they`ll do the job as usual. recently playing Greenhell which is unity game and its stunning, as good as unreal engine imo. (surprised)

Unreal now has "unreal studio beta" which is a direct go between for 3dsmax and unreal. it converts everything for usage to unreal formats...
 

McDev

New Member
these engines cant really deal with the necessary road mesh information that's required for racing sims.
Can you explain this in more detail? If you talk about small bumps or other road detail then you have the same issue as if you model them by hand. Anyway it could be edited afterwards as well.
All of this is no comparison for 3D scans of course.

Unreal now has "unreal studio beta" which is a direct go between for 3dsmax and unreal. it converts everything for usage to unreal formats...
Unity has something similar for Maya and 3ds max.
 
Last edited:

Pixelchaser

Well-Known Member
lazer scan or lidar data is more precise than the systems used to generate scenery/terrain in these engines. prior to studio for un-real, un-real engines inhouse method of generating terrain was grey scale height mapping for any input data, while importing your lidar or scan data left it not utilizing the capabilities of unreal. cant speak of anything for unity really, it may have precision terrain tools im not sure and generally speaking they don't need them for FPS games, only racing sims require such precise data.
 
Top