Unity 3D driving Simulator - Developer

CLOSED
Bids
6
Avg Bid (GBP)
£2567
Project Budget (GBP)
£1500 - £3000

Project Description:
Driving Simulator - Brief

1. Background

1.1. The Client sells infotainment products to the car industry – integrated sat nav, stereo, BT etc. In order to demonstrate this equipment and its user interface the client would like to provide a driving simulation on a series of monitors to represent a view through the windscreen. This will enable the potential customers to see how the equipment will perform in a simulated driving environment
2. Objective

2.1. Provide realistic driving simulation, which is scalable to include 360 degree projection and outputs to drive actuators for force feed back on a driving wheel and a “driving seat” or car model. Various forces to be defined.
3. Strategy
3.1. A 3D environment will be built in which a car can be driven around, with realistic interaction and variable driving conditions, Day and Night, City, countryside and race track.

3.2. Deliverables will be split into phases
3.2.1. Demo
3.2.2. Driving Simulation – Basic
3.2.3. Driving Simulation – Advanced (TBD)



4. Requirements
4.1. Demo
4.1.1. Drive around in a city environment based upon a grid.
4.1.2. Navigate around static parked cars
4.1.3. Realistic car physics
4.1.4. Car controls –
4.1.4.1. Brake (keyboard keys)
4.1.4.2. Accelerate (keyboard keys)
4.1.4.3. Steer (keyboard keys)
4.1.4.4. Gear change(keyboard keys)
4.2. Driving SIMULATION – Basic
4.2.1. SW Simulation
4.2.1.1. One indivisible virtual world. Drive from one district of the city to other without extra loading screens.
4.2.1.2. Interactive detailed city map. To stop you getting lost in a big virtual city.
4.2.1.3. Different time of day and weather conditions. Time: afternoon, day, night. Weather: clear and dry, cloudy and wet.
4.2.1.4. Advanced physics. A mathematical model of a car engine to take into account: friction force, inertia and many other nuances.
4.2.1.5. Damage. All cars to get visible damage, when the collide and provide force feedback to the HW controls.
4.2.1.6. Smart traffic AI. Traffic cars are physical, they're able to collide with player's car or with each other.
4.2.1.7. Pedestrians. The virtual city has many unsupervised crosswalks used by pedestrians.
4.2.1.8. Accurate rules of road control system.
4.2.1.9. Good graphic quality. Cars have shadows, highlights, reflections. Road becomes wet and greasy after rain.

4.2.2. HW
4.2.2.1. Target HW for basic simulation





Fig 1. Target HW Logitech G27

4.2.2.2. Drive force feedback to accurately reflect the action of driving.
4.2.2.3. Transmission of road conditions to be fed back through the steering wheel. Gravel, tarmac, over steer, under steer etc.

Throttle too hard tires should start to lose grip. Lose control of the car’s rear end and the wheel will fight against you as you counter-steer to regain control.
4.2.2.4. Driving controls to be supported – Clutch, brake, accelerator, gear shift

4.2.3. Audio
4.2.3.1. Audio effects for acceleration, (to correspond with gear changing) Collisions, Horns, indicators required

Skills required:
C# Programming, Game Design, Javascript, Unity 3D
Hire Kombio
Project posted by:
Kombio United Kingdom
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