Rinvo
@rinvo.bsky.social
📤 59
📥 17
📝 373
Small VRChat artist/asset creator rinvolinks.carrd.co for more links
LOL now its actually skill based
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about 18 hours ago
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gearbox shock load sounds are now occurring naturally. HELL YEAH needs some tuning but now i don't have to fake it:>
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about 21 hours ago
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i finally managed to do proper suspension integration accounting for unsprung mass and stuff. In some ways its already better than prev sim:> never thought i would be able to write custom physics like that tbh
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1 day ago
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turns out to get 2000hz car sim at 500fps in vrchat i just needed to ditch unity's rigidbody wow this is stupid
4 days ago
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open differential took longer than expected t
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4 days ago
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ngl, just having debugging visuals adds so much motivation to get things working right rotating stuff do be rotating:3
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4 days ago
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im rewriting car for.. 7th time i think. Every time i start over i feel like i don't know anything and struggle with basics, even tho its clearly getting better every iteration that being said, i finally managed to make actual netural instead of just disconnecting clutch to emulate neutral LOL
4 days ago
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okay, im.. uugh, new experimental project with completely different paradigm of doing physics substeps in vrc. kinda just got things rotating today and clutch working (yes, i work on prev one too, but this eventually will be better >.<)
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4 days ago
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Rewritten More complexity and less complexity at the same time 10/10
9 days ago
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the fact that i managed to swap my spaghetti torque distribution code to an iterative solver within half a day for the car sim kinda tells me that im doing at least something right in terms of code organization. Writing the solver was the hard part, swapping it in was surprisingly easy..
9 days ago
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im rewriting entire engine agaaain i didn't like clutch producing oscilations, tried to fix it now its smooth but car feels like its on medication i want this specific car to feel like it has anger management issues and no medication :>
10 days ago
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i kinda like how it handles curbs now that wheels are volumetric rather than single point
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13 days ago
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holy this is satisfying (except clipping)
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15 days ago
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its probably getting better
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15 days ago
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such a sMoOOoOtTth rIiiiIiIIIdEee
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15 days ago
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btw i kinda managed to make somewhat procedural rally stages in vrc. Thinking about making it a weekly thing on that map if i ever get to actually finishing it
15 days ago
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i feel like changes i made will translate fairly well into rally style cars too, its much more responsive to turning now and i feel like its much easier to distinguish understeer from oversteer and each can be initiated on-demand fairly reliably
15 days ago
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every time i do some changes to how car calculates forces/add ground effect/scrub radius/KPI, etc car drives VERY differently, and every time i have to balance it to not be too fast or too slow fun
16 days ago
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night is cool af to drive
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20 days ago
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Ok, kinda curious Night Rally Challenge world: - dark 5km~ gravel/tarmac rally stage - full damage: mechanical, visual, etc. - as close to realistic physics as I can get - hub to watch/chill/play pool/queue - leaderboard Catch is: - only 1 player can drive at a time (with queue) - its HARD
20 days ago
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some experiments with the dashboard rendering. Idk if i will keep it but looks kinda cool for LCD screens
20 days ago
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Tom & Jerry aah programming of today: vrcsdk was overriding file i needed so i had to wait for it to be done with the build and silently swap it back to what i need. Gotta love programming for vrchat
22 days ago
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weirdly enough, i only now got to making wheel collider actually volumetric before it was single point raycast style detection, now its a spherecast with limits. Makes curbs a little more friendly also added brake bias not i need aero bias bc car is too pointy :>
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22 days ago
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Can bsky just stop showing me american political bs, I'm not american nor am I interested in that clusterfuck
24 days ago
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ok, hear me out what if it was actually drivable outside the track
28 days ago
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Luckily for me it just makes me start overly uberambicious projects and lock into them for days giggling uncontrollably to never complete them anyway It's how the car physics thing has started :> And all of my vrc sheineinegans tbh
youtube.com/shorts/LB3a3...
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i lack impulse control (ft. @hitherevox)
YouTube video by Flork
https://youtube.com/shorts/LB3a3-pUKVA?si=FFN0wc4Zy3FqnToX
30 days ago
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ngl, it might be worth it but still, stupid ambitios idea, i might end up remastering only parts of it
30 days ago
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i remember i said that i hate BPD before. taking it back, now i fng love it :>
about 1 month ago
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i got a major BPD lock-in, holy been nonstop remodelling nurburgring for well over 9hrs already
about 1 month ago
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Pple who tried to do chill laps complained about throttle being too sensitive all the time, so I added a simple throttle map control Tbh, I need to redesign entire car setup customization thing into something that can be saved persistently and stuff, too clunky now
about 1 month ago
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its still vrchat btw
about 1 month ago
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i have met the UV demon
about 1 month ago
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I kinda coded LSD diff for the cars So far what I experienced with it is: The car WILL punish you if you show any signs of being afraid of it. But it will be fast if you commit harder Is it how it's supposed to be? I might actually need some simplified/arcade mode if I publish it now
about 1 month ago
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256x256px textures might be more than enough sometimes
about 1 month ago
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random trackside assets bc trying to build my own track bc yes
about 1 month ago
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a bit of rounding corners later looks decent
about 1 month ago
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also gotta figure out how to prevent cheating/missing splits/double splits prob will just slap an ID to each one and dict in the timer
about 1 month ago
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timer that can submit data to a leaderboard aswell and can invalidate laps idk if its any good or syncs well, but gotta try :>
about 1 month ago
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eventually we will be able to use proper debuggers with vrchat, but for now i made this and its so useful, attaches to any scrpt at runtime and graphs any public variable still lil janky, but will be very helpful
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about 1 month ago
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Ngl, that car thing is turning out surprisingly decent It can be driven slowly very easily, but as you approach the limit of what the car can do difficulty increases exponentially as the car starts sliding/bouncing/under/oversteering, etc - it has a pretty high skill ceiling now and its fun
about 1 month ago
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new suspension be suspending, fairly stiff car so its getting bounced around quite a bit, need to expose tire pressure and other settings in game to see how much it would change how the car feels.
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about 1 month ago
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i forgot to turn on smoothing or something like taht and bc of how stuff the car setup is it looks like the game is lagging, even tho its smooth 90 fps:D also forgor sounds, will record better tomorrow:>
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about 1 month ago
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its bouncy underdampened specifically to provoke it but still, super cool to see something like this in my lil attemt at car simulation
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about 1 month ago
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new suspension is much more jumpy, it doesn't stick wheels to the ground using raycast anymore:> feels completely different in general tbh, much more to think about when pushing the car since now wheels are not glued to the ground
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about 1 month ago
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ok i spent entire night coding it. but not it simulates wheel-hop which is kinda insane to see in vrc tbh
about 2 months ago
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as always ive spent like 1-2hrs on fixing an issue that was caused by justa typo. AAAAAAAAAA
about 2 months ago
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rewriting suspension code is going about as expected
about 2 months ago
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have to saccrifise optimization for feature-completeness again aaaa every time i optimize something to hell it turns out i need to add a lot of stuff i haven't realized i needed yet
about 2 months ago
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something feels off
about 2 months ago
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the only thing that stops this van from flipping is terrible tires. Not always a bad thing apparently:D
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about 2 months ago
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