I’ve moved most of my communications to social platforms, so I don’t use the blog too often. Feel free to follow me and get in touch in these platforms: @VehiclePhysics on Twitter Announcements are posted on Twitter first. Check out the hashtag #vppdev for Vehicle Physics development updates. Youtube channel The videos I publish in […]
Category: Blog
Vehicle Physics Pro demos released!
I’ve just released the two first demos of Vehicle Physics Pro. You can now try the best vehicle dynamics simulation available for Unity 3D. Downloads available here: https://vehiclephysics.com/about/demos JPickup City Demo The classic City scenery with the VPP-based JPickup truck. Includes a Setup dialog for configuring the most typical features in a standard car: All-Wheel-Drive (AWD) vs. Rear-Wheel-Drive (RWD) […]
2019-01-25 Compatibility Upgrade for Vehicle Physics Pro
Recent commits to VPP repositories have changed the GUIDs for some components. As result, updating VPP in your project will cause several missing references in your project. I’ve prepared a one-time patch that fixes the missing references easily. You need to apply this patch to your project when updating VPP from a version older than 2019-01-25. […]
Vehicle Physics Pro is now compatible with D-BOX
I’m proud to announce that Vehicle Physics Pro is now compatible with the D-BOX Motion Cueing System. Widely used in simulation for training new drivers, testing equipment and vehicles, D-BOX has become a smart reference for the automotive industry. The D-BOX Motion System reads from Vehicle Physics Pro existent telemetry to provide all […]
Vehicle Physics Pro new licensing model
Vehicle Physics Pro is now a production-grade, state-of-the-art vehicle modeling suite, which can withstand professional customer scrutiny. It’s actually being used by major companies around the world for developing amazing high-end simulations in a variety of projects. I started developing VPP nearly 7 years ago. First commits are dated March 2011. Completing the wheel and tire model […]
Vehicle Physics Pro November 2017 Update
This post contains instructions for upgrading existing projects that use Vehicle Physics Pro to the latest November 2017 version that will be deployed next Friday 10th November at 10am UTC. Licensees of the Professional and Enterprise licenses should read these instructions in order to update their project(s). Why this update requires special instructions? The repository Vehicle Physics Core […]
The Big Development Update on Vehicle Physics Pro
Finally, the code and features in Vehicle Physics Pro are ready to be released. I’m now completing the kit with the demo scenes, sample vehicles, scenarios, art, etc. as well as tutorials and feature demonstrators. Here is a non-exhaustive list of the development progresses over the past months: Replay with pause, flashback, slow motion, forward/reverse playback… Mobile […]
Big Unity Christmas Giveaway!
Edy’s Vehicle Physics is contributing to the Big Unity Christmas Giveaway by DevDog with free EVP licenses! How it works? Sign up using your e-mail on the Unity Christmas Giveaway website. Throughout each day of December, Unity-related prizes will be given out to random lucky participants. You may win a license for Edy’s Vehicle Physics, or any […]
Anti-roll bars exposed
I’ve just implemented anti-roll bars in Vehicle Physics Pro. Here you can see the effect of this component graphically: In this chart the horizontal axis is time and the vertical axis is the distance to the suspension limits. The higher the line, the more extended the suspension. The lower the line, the more compressed the suspension. If […]
Vehicle Physics Pro enters the Beta stage!
I’ve spent the past weeks working intensely on organizing files, refactoring code and writing documentation for moving VPP to the Beta stage. The project is already mature and bug-free enough to be used in actual projects. Only some features are yet to be developed. Main code is not expected to have significant changes during the Beta phase. Early Access […]