A car with no parts other than wheels somehow sounds like a V8 and drives in a floating space platform where there is neither oxygen nor gravity. Subscribe for more realistic physics simulations 👍
Since your comfortable with writing shaders, why not port the physics code to run on the GPU? Nvidia used to advertise PhysX or some such marketing name for just that purpose. Vector math, floating point calculations, solving recursive math problems. Seems like something the shader units would be optimal for.
I'd hate to see the project target NVIDIA Cuda architecture as I'm using an ATI GPU, but the principles of mapping code to compute cores on a GPU are parallel at least conceptually. Good luck! Awesome project
You maybe already thought to it, but why not to train a neural network on some datas of real engine, to capture the empirical model of the sound generation and post process your engine sound for never reached results ? PS: really nice work, and your video quality is genuinely enjoyable 👌
Yeah he implemented that into the sound sim a while ago, but I wonder if he is using the spring connection for this one, it’s basically the exact same thing he put into the sound sim so maybe he just replaced it with the physical spring.
Accurate too, real cars have flex in the driveline, soft engine mounts, soft subframe bushings and wishbone bushings that all contribute to a similar effect at part throttle and on launch. In the video he made it sound like the spring was a bad thing, but it's actually the most realistic way it could be connected imo.
@@JamesBalazs yeah, absolutely. Adjusting the spring rate could easily replicate the difference between a big soft luxury car and a rigid race car. It’s a win-win really.
@@notstonks20 my old Mercedes had a torque converter and, man, I miss those. It was like butter. The dual clutch in my current car isn’t bad but it hasn’t got that silky smoothness that only inefficiency can provide.
I'd love too see your sound generation engine integrated into BeamNG, it would be incredible to finally have great physics paired with realistic sound generation.
@@ivanjermakov His comments below this video do seem to indicate that, and it would benefit both BeamNG & AngeTheGreat to work together to implement this technology into BeamNG. AngeTheGreat would probably be financially supported in some way, perhaps with some kind of indirect employment and software integration deal with a unlimited lifetime to avoid any issues with licensing in the future, and, to ensure that both parties are always being rewarded for their efforts. Seeing the efforts that AngeTheGreat has gone to so far and the outcome of those efforts I await further amazement about what might be possible in the future in regards to sounds for other parts of vehicles, and, for other forms of propulsion that use some form of cycle, like Jet-Engines, Water Jets/Turbines, Electric Motors, and other forms of potential energy motors.
@@AlexAegisOfficial It sounds like it will be more of a tech demo with a game on top than a full game. BeamNG has the advantage of having realistic vehicle handling, and engine sim has the advantage of having realistic engine simulation but does not have realistic vehicle handling. I don't know about an official release but I hope at least someone makes a mod integrating the two.
No problem man, it was the least I could do! I've been planning on mentioning your channel for a while and this was the perfect opportunity. Also, welcome back!
My dude, you are definitely a gigachad programmer. Using a spring to couple the two systems while keeping the constraint solving tractable is a stroke of genius.
@@ihateracin Same would love to learn more about what was said. I am a software engineer but not a game dev and yet half of the video still went over my head lol
@WloCkuz A normal game dev would also be pretty out of the water as well. This is a work of art combining 3D modeling, software engineering, game development, and physics simulation. a physic system with too many constraints and variables is pretty hard to solve and computationally intensive, what he did was to decouple the 2 physics simulations a bit so the overall simulation is easier on the computation side of things, the spring serves as a soft information tunel between the simulations, the only thing is that the overall simulation is less accurate... but hey, the result is superb
The fact that you made everything, including TWO separate game engines for the engine simulation and the game is ridiculous, definitely the most underrated programmer out there
Calling Ange "the most underrated programmer out there" makes no sense since there are most certainly better programmers out there who almost nobody knows about. Considering Ange is getting hundreds of thousands of views every video he's most definitely more popular than the vast majority of programmers.
Look up Jonathan Blow. He's creating own game engine with written in his own programming language. He also developed two of the best puzzle games ever made.
@@imranzero Not really too relevant but I'm here to contradict the myth that making your own programming language is the be all and end of all programming. Getting a simple language / compiler / parser up is a rudimentary task that anyone with a computing background should be able to (in fact it's done as an exercise in some universities). It's writing a *good* and usable language that is the hard bit, but that's less programming, more piecing up lots and lots of computing science theory together well. Not wanting to take away anything from Jonathan and Ange, they are both amazing.
"I think having restrictions leads to creativity" Yup, that is very much true, this is why those old games have become special. Silent Hill's fog for an example was due to a limit of the rendering power the hardware presented, so they had to work around that and incorporated the fog as an element to the story and the game itself.
I agree. In playing Kerbal space program, you only have so many parts to work with. I feel that while being limited in my resources I come up with more creative designs than while playing different games where I can, say, design whatever shape of wing/fuselage I want
@@revimfadli4666 They are! If you think about it, it would be pretty hard to make a perfectly rigid driveshaft in the real world. Even if you could make one, you probably wouldn't want to anyway, as that slight torsional flexibility helps arrest any crazy shocks.
@@revimfadli4666 pretty much. most jittering and 'vibrato' you hear when accelerating at lower rpm or decelerating is caused by momentum moving up and down the drivetrain. learning to mitigate it will both make your drivetrain last longer and you a faster driver as the torque is more instant and uninterrupted to the wheels.
Who said there's no sound in space? LOL dope project, so cool that the BeamNG ppl are supporting you and that you're giving that shoutout back to Krevz. He "invested early" for sure LOL
Amazing work. I make sounds for car simulators and this tool is such a massive breakthrough. The practicalities of recording good engine samples means that it's very difficult to get a really good sounding engine, and I always find I get to the 'that will do' stage rather than mind-blowing satisfaction, as you have accomplished with this engine audio.. Your solution to attach to the engine and the vehicle via a spring is actually perfect, and not a compromise. This is because the drivetrain of the car has elasticity to it, and so one or (more accurately) a set of torsional springs can be used to simulate these rotating bodies. That might be why you like the effect - it is because it does simulate this extra variable. Thank you so much for your work.
You have the coolest most unique software projects on this website and for somebody like me who really wants more content about making stuff from scratch, this makes me so happy. Good job, the game looks great.
It's insane that you can have an engine sound simulated like that, but Gran Turismo basically sampled a vacuum cleaner and ran it through a generative neural net.
I'm glad the people at BeamNG recognize your talents, deservadly. BeamNG, Automation, and Engine Simulator (the big three) make me really excited for the future of gaming. I can't get enough of the aesthetic of this demo
Fantastic progress man! I think your game will be a great tool to develop engine sounds for many games and mods. No wonder BeamNG wanted to talk with you!
I just wanted to leave a huge THANK YOU for you work. Engine sounds in car games/sims has always been a pet peeve of mine and ever since I heard something called the “Staccato engine demo” back in the early 2000s I was convinced that dynamic engine sounds are the future. Sadly that future is decades in the past and everyone (except for Live for Speed) has been doing sample based sounds ever since. I love the work that you are doing, I have literally waiting half my life for someone to bring engines to life. Potentially having this technology in BeamNG would be a dream come true! All the best to you and this project, I can’t wait to finally drive a simcar with a living and breathing engine!
Early 2010? Uhhhhh have you seen what was available back in 2004 (Need For Speed: Most Wanted '04)? By 2010 we had games like BF:BC2, or, NFS:HP, and that was all on consoles, not on PC. This straight up looks like a high resolution example of the kind of demos that were being shown off back in the 1980's by groups of teenagers & enthusiasts looking to get into the game development scene at the time.
@@ThePower1037 Ah right yeah, many Flash Games were pretty basic. A lot of Flash games actually originate from the early 2000's, 2006 was Peak Flash Games Era!
I love the concept of building an entire game around audio. It’s kinda like manufacturers building a car or motorcycle around an engine, instead of putting an engine in a car
It sounds like you're enjoying doing this work, and it really pleases me to know that you are able to share your amazing ideas with the automotive simulation community
That's amazing. But i would love if you work with BeamNG together, your engine sim sounds in the game would be so awesome. Something like automation has, a build in exporter for beamng
I do plan to work with BeamNG in the future. This was just a quick demo to test out the game engine (and make a somewhat interesting video for you guys). For the Engine Simulator game, future collaboration with BeamNG is definitely the direction I want to go
@@AngeTheGreat Wow, that is what i have always been waiting for. I always thought that beamng has bad engine sounds. That would be a dream come true, your audio in beamng is something i daydreamed about but it always seemed to be nothing more than a fantasy. You do phenomenal work sir
Casualy writes his own game engine… 😂 love your videos! It's always nice to see when a developer has a real talent for creating own things, not just gluing together somebody else's code. I always try to write my own things when possible, but usually have to use some kind of framework / library to at least save some time. Can't wait for another video.
I wanted to say that I really appreciate your work focusing on improving the audio of games. It's something that seems really overlooked with the focus on graphics and graphical techniques. Reminds me how I'd love to see some games that used ray tracing hardware for simulating audio propagation instead of (or in addition to) light. It'd be so cool to hear games with extremely realistic echoes, sound coming through walls, etc.
DUDE, this is crazy. I know you said anyone *can* do this, and I agree + respect the humility, but still, the fact that you *did* do this would still make any game studio or software development interviewer shit their pants. Passion project to the max, I love it :)
very cool to see that the actual beamng devs are interested in what you do. i would imagine that that is probably the only game atm where u this engine could be added into same as with the car models and custom engines from automation
I showed this to my friend who wants to make a game engine when he grows up, and i, as a game dev myself really appreciate that. he was greatful and was more motivated in his goal. Thank You
@@AngeTheGreat oh boy, I can't wait to try it. Do you care if I ask what the button layout is? I am still slightly confused on which button does which LOL
@nova2760 top row QWER for throttle, Shift for clutch. Left and right mouse button click for shifting up and down, pressing the wheel is brake, and moving the mouse is steering. ASD are probably controls like ignition etc. To me, the mouse wheel as brake part is sketchiest, on most mice I feel the wheel press requires too much pressure to feather it decently.
I just found out about your engine sim yesterday and thought to myself "damn, I kinda wish there was a way I could drive with this" and then wake up to this notification, a gift from God and ange
I noticed that Need for Speed Most Wanted 2012 has a similar shaky "spring" noise from the engine. Its one of those things that is so small, but changes so much in the grand scheme of car sound. Completely realistic or not, I love it. Great video.
im not an expert in audio engineering, however i believe a little bit of audio compression, a pinch of pre-reverb then EQ-ing to cutoff some frequency caused by closed engine bay, and lastly post-reverb then widen the stereo field (and maybe pass-through some compressed Sub frequency generated by the engine to simulate chassis vibration) would "fake-to-feel-real" your realistic engine sound, for people who have mid to high tier (bass response) Headphone will be rewarded so much. gosh darn this is so good !!!!
If gaming companies don't invest in your system/infrastructure to eventually implement into their own games for proper realistic sounds in the next number of years, i will rage. This is absolutely awesome and i'm excited for the possibilities it will bring.
Truly feels like the Test Drive Series of games, nice sound makeup covering 2 color graphics, still giving a feel of being there, lol. Thanks for sharing!
I cannot wait to start utilizing the engine sound generator to craft really good engine sounds for our modern and historic cars in rFactor2. Just astounding work you've done here.
That is THE BEST engine sound that's ever been put into a video game. You're onto something great here. My favorite part about driving IRL is hearing the beautiful exhaust sound and I felt fully satisfied by this engine sound. I would absolutely buy this game just to drive around listening to the exhaust notes, bravo.
For once in a long time ..I almost didn't skip through parts of a video ....good stuff man,you actually kept me interested for 3 minutes,3 minutes,and 5 more minutes..
Another benefit of connecting the engine to the car with a spring is it may actually emulate real life transmission losses and drivetrain deformations, e.g. a driveshaft sure does twist somewhat when accelerating, parts have tolerances and play between them etc.
Your racing lines are actually pretty damn good Ange! For the hardware you're using it's impressive because some people with racing wheels don't even have lines that good 💀
Absolutely fantastic. The one thing I was hoping for that we didn't get was to hear it driving past a stationary position, but I'm not sure how much more work that would involve. Likely would need some sort of replay / recording system, would need to ensure doppler effect was affecting the sound... probably a BIT out of scope for a demo like this, but maybe some day!
what's even better is that technically there's no brakes and you're doing that, it's pretty clean, and it's realistic asf. i've been in a v8 supercar (aussie here) and it sounds pretty much the same, except they change faster, rev higher etc, but that's down to the driver, not the engine/sim so i'd say you've done an immaculate job
I really hope Ange gets the support and resources to really make a proper racing simulator. A lot of racing sims tend to only focus on circuit-based racing so when it comes to drag racing, drifting, rally/rally cross, etc., they usually overlook it and put less work into making things like drag racing transmissions or steering angle kits required for other forms of racing. Of course, it's only natural for a game studio to focus on one type of racing because creating the proper physics and parts for each type of racing would be extremely time consuming and expensive, but it would be nice to have a car that could be a time attack car, an 8-second drag car, an extreme Pikes Peak car, or a WRC car.
I love how much the sound augments this. The visuals don't get in the way of your imagination based on the sound (which isn't easy), so in a really special way, it feels immersive. Some of the best games have the simplest graphics, but the blanks are easy for the mind to fill in.
It makes me so happy someone has gone through the effort to design a motor sound simulator. Always hated the pre recorded sounds in simulators, something just never sounded right.
You're an inspiration. You have the coding chops of a master, but without any constraints or learned helplessness that always seems to come with experience. I've been coding since '86, and I'll sometimes re-watch your videos just to remind myself there's a way to do what I want if I can just get my head out of my ass. I hope you reach your 2^32-1 subscribers and stay there.
that engine noise is amazing honestly didnt think it would be that good but you can hear the lifter tick and the backfires at the rev limiter is just great now i need to get my hands on it lol
7:23 there's a lot of devs that love the challenge of developing in the confines of restrictions (be it software thats being the restriction, or hardware being the restriction). Like the homebrew community that still makes games for retro systems.
Wow! Simply wow! I imagine this fat motor sound together with driving noises like dirt, gravel and weather effects like heavy rain - and all of that on a rally track. This must be so epic.
Amazing job, I'm huge fan of realistic sound in driving games. I think you should talk to guys from Automation Game (if you didn't yet), your project would perfectly fit to their engine designer in game
Please god keep developing this. I’ve been wanting a physics game that simulates at this level of detail forever. I want to build an aircraft with real flight dynamics and a working engine!
If what I'm hearing is the spring linkage, it actually sounds pretty realistic. The drive train in cars isn't perfectly rigid (obviously) so that wobble at low rpm is pretty accurate to a lot of high performance cars.
Wow, what you made is absolutely staggering! I cannot imagine how this will evolve, but I hope your creations grow up to unthinkable levels. Keep it going, man!!!
A car with no parts other than wheels somehow sounds like a V8 and drives in a floating space platform where there is neither oxygen nor gravity. Subscribe for more realistic physics simulations 👍
Assume a spherical cow in a vacuum...
I don't see a problem here. Just me and the V8. Thats heaven right there
Since your comfortable with writing shaders, why not port the physics code to run on the GPU? Nvidia used to advertise PhysX or some such marketing name for just that purpose.
Vector math, floating point calculations, solving recursive math problems. Seems like something the shader units would be optimal for.
I'd hate to see the project target NVIDIA Cuda architecture as I'm using an ATI GPU, but the principles of mapping code to compute cores on a GPU are parallel at least conceptually. Good luck! Awesome project
You maybe already thought to it, but why not to train a neural network on some datas of real engine, to capture the empirical model of the sound generation and post process your engine sound for never reached results ?
PS: really nice work, and your video quality is genuinely enjoyable 👌
It's so weird hearing such realistic engine noises accompanying such an abstract scene.
If I saw that demo out of context, I would assume it's fake
It's like driving a Tesla that sounds like a muscle car.
whats weird is it sounds better than forza gt assetto corsa project cars 2 xD
it actually sounds terrible?.. have you never driven a loud v8?..
@@ChuckisNorrish it's because the exhaust is meh
Honestly amazing to see beamng supporting smaller creators like you, not many companies would go out of their way to do that
Honestly, Beamng devs are the GOAT
I'm sure they are eyeing this thing for purchase to integrate it so it makes sense, to them it's an investement
@@tymek200101 Im not sure, implementing engine sim would cut performance down hard with all the other calculation going on simultaneously
@@raptorjeezus2607 they gotta find some way to keep fps down with these new GPUs.
@@theallroundgamerk9248 Lmao 😭
The low RPM shudder actually sounds quite realistic and is basically (accidentally) emulating torsional vibrations in the driveline
drivetrains do typically have a bit of spring to them
I'm pretty sure that was intentional as I think he said in another video
Yeah he implemented that into the sound sim a while ago, but I wonder if he is using the spring connection for this one, it’s basically the exact same thing he put into the sound sim so maybe he just replaced it with the physical spring.
@@blockstacker5614 in fact lot of clutch on manual cars have (small but strong) springs. Idk about automatic
@@mrmim0x173 automatics have fluid lmao
That engine wobble at low rpm acceleration sounds really nice.
Accurate too, real cars have flex in the driveline, soft engine mounts, soft subframe bushings and wishbone bushings that all contribute to a similar effect at part throttle and on launch. In the video he made it sound like the spring was a bad thing, but it's actually the most realistic way it could be connected imo.
@@JamesBalazs yeah, absolutely. Adjusting the spring rate could easily replicate the difference between a big soft luxury car and a rigid race car. It’s a win-win really.
@@bunnythekid using some kind of damper could also work to emulate an automatic transmission, as those use torque converters
@@notstonks20 my old Mercedes had a torque converter and, man, I miss those. It was like butter. The dual clutch in my current car isn’t bad but it hasn’t got that silky smoothness that only inefficiency can provide.
yeah
I'd love too see your sound generation engine integrated into BeamNG, it would be incredible to finally have great physics paired with realistic sound generation.
I think that's the reason for BeamNG interest in his work
lets hope so, would be amazing
@@ivanjermakov His comments below this video do seem to indicate that, and it would benefit both BeamNG & AngeTheGreat to work together to implement this technology into BeamNG.
AngeTheGreat would probably be financially supported in some way, perhaps with some kind of indirect employment and software integration deal with a unlimited lifetime to avoid any issues with licensing in the future, and, to ensure that both parties are always being rewarded for their efforts.
Seeing the efforts that AngeTheGreat has gone to so far and the outcome of those efforts I await further amazement about what might be possible in the future in regards to sounds for other parts of vehicles, and, for other forms of propulsion that use some form of cycle, like Jet-Engines, Water Jets/Turbines, Electric Motors, and other forms of potential energy motors.
I hope not, Ange is right about implementing his own, unique game and selling it himself.
@@AlexAegisOfficial It sounds like it will be more of a tech demo with a game on top than a full game.
BeamNG has the advantage of having realistic vehicle handling, and engine sim has the advantage of having realistic engine simulation but does not have realistic vehicle handling. I don't know about an official release but I hope at least someone makes a mod integrating the two.
This man is quickly becoming the Buckethead of indie sim gaming
That's such a great comparison lmfao 😆
fuck me that's good
Don't you mean knucklehead mcspazzitron?
who's buckethead?
@@LanaaAmor a legandary guitarist. Look him up
I really cannot thank you enough Ange, it means so much. Thanks for bringing me back man, great video as always
No problem man, it was the least I could do! I've been planning on mentioning your channel for a while and this was the perfect opportunity. Also, welcome back!
man this is wholesome
My dude, you are definitely a gigachad programmer. Using a spring to couple the two systems while keeping the constraint solving tractable is a stroke of genius.
Could you explain what that means to me? Sorry if it’s annoying you don’t have to, I just like learning :)
@@ihateracin Same would love to learn more about what was said. I am a software engineer but not a game dev and yet half of the video still went over my head lol
@WloCkuz A normal game dev would also be pretty out of the water as well. This is a work of art combining 3D modeling, software engineering, game development, and physics simulation.
a physic system with too many constraints and variables is pretty hard to solve and computationally intensive, what he did was to decouple the 2 physics simulations a bit so the overall simulation is easier on the computation side of things, the spring serves as a soft information tunel between the simulations, the only thing is that the overall simulation is less accurate... but hey, the result is superb
@@imblackmagic1209 That's still not clear. Is this "spring" a physical connection between the two systems in the game world or a figurative one?
the only man who can casually drop "a game engine i made" and NOT surprise me. The stuff you do is phenomenal
This makes me more excited than any AAA game in recent times
Same
@@apptreeline 🤬🤬🤬🤬🤬🤬😪😪😪😪
@@santinoeli71506 Y E S
@@santinoeli71506 wtf.
@@user_s0s-04 lol😂
Holy shit support from beamng shows their dev team is amazing
It's very promising both for engine sim and beamNG
Yeah the beamNG devs are amazing people
Yes they’re awesome, they listen to their community and often connect with them. Truly amazing
bro has beamng by his side
Yup! As someone who has been Supporting them since the first tech-demo i'm very happy about it.
the fact that this has better sound design than most top tier car games😭😭
The fact that you made everything, including TWO separate game engines for the engine simulation and the game is ridiculous, definitely the most underrated programmer out there
Calling Ange "the most underrated programmer out there" makes no sense since there are most certainly better programmers out there who almost nobody knows about. Considering Ange is getting hundreds of thousands of views every video he's most definitely more popular than the vast majority of programmers.
@@inv41id I’ve only seen Dani etc so I’m quite naive, but you’re probably right
Look up Jonathan Blow. He's creating own game engine with written in his own programming language. He also developed two of the best puzzle games ever made.
@@imranzero Not really too relevant but I'm here to contradict the myth that making your own programming language is the be all and end of all programming. Getting a simple language / compiler / parser up is a rudimentary task that anyone with a computing background should be able to (in fact it's done as an exercise in some universities). It's writing a *good* and usable language that is the hard bit, but that's less programming, more piecing up lots and lots of computing science theory together well. Not wanting to take away anything from Jonathan and Ange, they are both amazing.
even a racing game with more than 100+ pro devs couldnt make what he did himself, so thats probably false@@inv41id
"I think having restrictions leads to creativity"
Yup, that is very much true, this is why those old games have become special.
Silent Hill's fog for an example was due to a limit of the rendering power the hardware presented, so they had to work around that and incorporated the fog as an element to the story and the game itself.
true
A perfect example 👏
I agree. In playing Kerbal space program, you only have so many parts to work with. I feel that while being limited in my resources I come up with more creative designs than while playing different games where I can, say, design whatever shape of wing/fuselage I want
Sound of this is purely ecstatic. Haven't heard something remotely as good as this in any sim!
I actually think the jitter from the spring makes it sound a bit more realistic lol
yes, my car has a sound similar to that in low rpm
Maybe driveshafts are flexible enough to cause that effect IRL
@@revimfadli4666 They are! If you think about it, it would be pretty hard to make a perfectly rigid driveshaft in the real world. Even if you could make one, you probably wouldn't want to anyway, as that slight torsional flexibility helps arrest any crazy shocks.
@@revimfadli4666 pretty much. most jittering and 'vibrato' you hear when accelerating at lower rpm or decelerating is caused by momentum moving up and down the drivetrain. learning to mitigate it will both make your drivetrain last longer and you a faster driver as the torque is more instant and uninterrupted to the wheels.
@@revimfadli4666 manual transmission cars have springs in the clutch disc that cause this
Who said there's no sound in space? LOL
dope project, so cool that the BeamNG ppl are supporting you and that you're giving that shoutout back to Krevz. He "invested early" for sure LOL
Having this sound engine as plugins for Unity and/or Unreal would be a great addition to either community.
Amazing work. I make sounds for car simulators and this tool is such a massive breakthrough. The practicalities of recording good engine samples means that it's very difficult to get a really good sounding engine, and I always find I get to the 'that will do' stage rather than mind-blowing satisfaction, as you have accomplished with this engine audio..
Your solution to attach to the engine and the vehicle via a spring is actually perfect, and not a compromise. This is because the drivetrain of the car has elasticity to it, and so one or (more accurately) a set of torsional springs can be used to simulate these rotating bodies. That might be why you like the effect - it is because it does simulate this extra variable.
Thank you so much for your work.
These realistic sounds need to be in every racing sims it’s the one thing they’re all missing.
I love the theme :O The game is absolutely beautifull!
Thanks 🙏
I can't believe your creativity and skill, you've got some of the more interesting projects I've seen recently hands down
You have the coolest most unique software projects on this website and for somebody like me who really wants more content about making stuff from scratch, this makes me so happy. Good job, the game looks great.
Yooo, imagine if BeamNG incorporated Ange's engine simulations into their game!
10:05 That just looks incredible. I’m saving that as a wallpaper, it’s genuinely gorgeous.
It's insane that you can have an engine sound simulated like that, but Gran Turismo basically sampled a vacuum cleaner and ran it through a generative neural net.
11:04 Bro that sound is like candy for my ears
I'm glad the people at BeamNG recognize your talents, deservadly. BeamNG, Automation, and Engine Simulator (the big three) make me really excited for the future of gaming. I can't get enough of the aesthetic of this demo
oh man, what a fantastic video, and product you've made!! I didn't realise you were going down this path!!
Fantastic progress man! I think your game will be a great tool to develop engine sounds for many games and mods. No wonder BeamNG wanted to talk with you!
Making sure I'm on time for the new ATG video as always. 10 seconds in and wow he's made another game engine.
I appreciate the Shout-out! Also the end result was fantastic!
I've watched your videos since I joined the platform and I think your content deserves a mention!
@@AngeTheGreat
I just wanted to leave a huge THANK YOU for you work. Engine sounds in car games/sims has always been a pet peeve of mine and ever since I heard something called the “Staccato engine demo” back in the early 2000s I was convinced that dynamic engine sounds are the future.
Sadly that future is decades in the past and everyone (except for Live for Speed) has been doing sample based sounds ever since.
I love the work that you are doing, I have literally waiting half my life for someone to bring engines to life. Potentially having this technology in BeamNG would be a dream come true!
All the best to you and this project, I can’t wait to finally drive a simcar with a living and breathing engine!
BeamNG rules.
Thank you for sharing your passion AngeTheGreat
They do! And thank YOU for watching 🙏
@@AngeTheGreat if you and beamng collab with you then it would be the best sim ever
Bro this is incredible. I cannot to hear more about this.
It's weird to see what seems to be an early 2010 looking driving game that just has the most accurate intake noises I've seen in a game!
Early 2010? Uhhhhh have you seen what was available back in 2004 (Need For Speed: Most Wanted '04)?
By 2010 we had games like BF:BC2, or, NFS:HP, and that was all on consoles, not on PC.
This straight up looks like a high resolution example of the kind of demos that were being shown off back in the 1980's by groups of teenagers & enthusiasts looking to get into the game development scene at the time.
@@longnamedude3947 They're talking strictly audio
@@longnamedude3947 I was thinking flash game, after all forza motorsport 4 was my childhood.
@@ThePower1037 Ah right yeah, many Flash Games were pretty basic.
A lot of Flash games actually originate from the early 2000's, 2006 was Peak Flash Games Era!
@@longnamedude3947 most wanted came out in 2005
I love the concept of building an entire game around audio. It’s kinda like manufacturers building a car or motorcycle around an engine, instead of putting an engine in a car
Would love to see this played with a wheel/pedals setup. Being able to balance the clutch etc would give an interesting extra dimension.
Thanks for mentioning my channel! The Engine Simulator is awesome!
No problem at all! I felt like your content deserved a share
It sounds like you're enjoying doing this work, and it really pleases me to know that you are able to share your amazing ideas with the automotive simulation community
dude that’s so sick. i’m sticking with you and your projects for the long run fr. super cool
That's amazing. But i would love if you work with BeamNG together, your engine sim sounds in the game would be so awesome. Something like automation has, a build in exporter for beamng
I do plan to work with BeamNG in the future. This was just a quick demo to test out the game engine (and make a somewhat interesting video for you guys). For the Engine Simulator game, future collaboration with BeamNG is definitely the direction I want to go
@@AngeTheGreat that would be so awesome. Good luck with everything and keep up the great work. I'm rarely that hyped for something xD
@@AngeTheGreat Wow, that is what i have always been waiting for. I always thought that beamng has bad engine sounds. That would be a dream come true, your audio in beamng is something i daydreamed about but it always seemed to be nothing more than a fantasy.
You do phenomenal work sir
Casualy writes his own game engine… 😂 love your videos! It's always nice to see when a developer has a real talent for creating own things, not just gluing together somebody else's code. I always try to write my own things when possible, but usually have to use some kind of framework / library to at least save some time. Can't wait for another video.
Very excited to see how this turns out!
I wanted to say that I really appreciate your work focusing on improving the audio of games. It's something that seems really overlooked with the focus on graphics and graphical techniques.
Reminds me how I'd love to see some games that used ray tracing hardware for simulating audio propagation instead of (or in addition to) light. It'd be so cool to hear games with extremely realistic echoes, sound coming through walls, etc.
"simple". Your work is just amazing!
DUDE, this is crazy. I know you said anyone *can* do this, and I agree + respect the humility, but still, the fact that you *did* do this would still make any game studio or software development interviewer shit their pants. Passion project to the max, I love it :)
very cool to see that the actual beamng devs are interested in what you do. i would imagine that that is probably the only game atm where u this engine could be added into same as with the car models and custom engines from automation
I showed this to my friend who wants to make a game engine when he grows up, and i, as a game dev myself really appreciate that. he was greatful and was more motivated in his goal. Thank You
i unironically wanna try out his button layout for racing. It seems so bizarre that it looks good to use lol.
LOL it took me a few hours to get used to but once I did it was pretty great
@@AngeTheGreat oh boy, I can't wait to try it. Do you care if I ask what the button layout is? I am still slightly confused on which button does which LOL
@nova2760 top row QWER for throttle, Shift for clutch. Left and right mouse button click for shifting up and down, pressing the wheel is brake, and moving the mouse is steering.
ASD are probably controls like ignition etc.
To me, the mouse wheel as brake part is sketchiest, on most mice I feel the wheel press requires too much pressure to feather it decently.
I just found out about your engine sim yesterday and thought to myself "damn, I kinda wish there was a way I could drive with this" and then wake up to this notification, a gift from God and ange
I noticed that Need for Speed Most Wanted 2012 has a similar shaky "spring" noise from the engine. Its one of those things that is so small, but changes so much in the grand scheme of car sound. Completely realistic or not, I love it. Great video.
Is that the actual BeamNG? Engine sim in BeamNG would be amazing
Edit: lol ok there ya go 5 seconds after I typed the comment
I added the clarification for a reason lol
im not an expert in audio engineering, however i believe a little bit of audio compression, a pinch of pre-reverb then EQ-ing to cutoff some frequency caused by closed engine bay, and lastly post-reverb then widen the stereo field (and maybe pass-through some compressed Sub frequency generated by the engine to simulate chassis vibration) would "fake-to-feel-real" your realistic engine sound, for people who have mid to high tier (bass response) Headphone will be rewarded so much. gosh darn this is so good !!!!
Still more realistic than Project Cars 3
6:27 you have simulator for awd fun at parking lot covered in snow, that's nice
If gaming companies don't invest in your system/infrastructure to eventually implement into their own games for proper realistic sounds in the next number of years, i will rage. This is absolutely awesome and i'm excited for the possibilities it will bring.
keep doin what you do man, i enjoyed the whole video (with explanations)
bocchi the rock engines
I've been grinding my own game engines from scratch for years, and I have not yet achieved anything even close to how great this is. Amazing!
same - post up vids on your channel! I have vids of mine (that will never be finished)
Truly feels like the Test Drive Series of games, nice sound makeup covering 2 color graphics, still giving a feel of being there, lol. Thanks for sharing!
Amazing! All we need now is a squeal fade in on tyre slip.
to be honest those were some great lines. your understanding of context for this venture is great. keep up the great work.
I cannot wait to start utilizing the engine sound generator to craft really good engine sounds for our modern and historic cars in rFactor2. Just astounding work you've done here.
That is THE BEST engine sound that's ever been put into a video game. You're onto something great here. My favorite part about driving IRL is hearing the beautiful exhaust sound and I felt fully satisfied by this engine sound. I would absolutely buy this game just to drive around listening to the exhaust notes, bravo.
For once in a long time ..I almost didn't skip through parts of a video ....good stuff man,you actually kept me interested for 3 minutes,3 minutes,and 5 more minutes..
Brooo. This and Ultimate Driving Simulator? That would be a chefs kiss after BeamNG
Another benefit of connecting the engine to the car with a spring is it may actually emulate real life transmission losses and drivetrain deformations, e.g. a driveshaft sure does twist somewhat when accelerating, parts have tolerances and play between them etc.
I watched the entire video just for the engine sounds and it was completely worth it
Your racing lines are actually pretty damn good Ange! For the hardware you're using it's impressive because some people with racing wheels don't even have lines that good 💀
Okay that sound absolutely awesome!! I'm so hyped over this actually. I can't wait to hear what rotaries are going to sound like!
Looking awesome! Always wondered how the engine sim would work in a full vehicle simulation.
I love how you can hear the engine shudder from 11:36 at the gear changes
Sounds fantastic! So impressive. We need this tech in simulators!
Absolutely fantastic. The one thing I was hoping for that we didn't get was to hear it driving past a stationary position, but I'm not sure how much more work that would involve. Likely would need some sort of replay / recording system, would need to ensure doppler effect was affecting the sound... probably a BIT out of scope for a demo like this, but maybe some day!
what's even better is that technically there's no brakes and you're doing that, it's pretty clean, and it's realistic asf. i've been in a v8 supercar (aussie here) and it sounds pretty much the same, except they change faster, rev higher etc, but that's down to the driver, not the engine/sim so i'd say you've done an immaculate job
Praying you sell the use of this program to big game devs. I just imagine how much better games would be with realistic car sounds. Great work brother
I really hope Ange gets the support and resources to really make a proper racing simulator. A lot of racing sims tend to only focus on circuit-based racing so when it comes to drag racing, drifting, rally/rally cross, etc., they usually overlook it and put less work into making things like drag racing transmissions or steering angle kits required for other forms of racing. Of course, it's only natural for a game studio to focus on one type of racing because creating the proper physics and parts for each type of racing would be extremely time consuming and expensive, but it would be nice to have a car that could be a time attack car, an 8-second drag car, an extreme Pikes Peak car, or a WRC car.
God damn, that sounds sick. Your work could be the start of game developers actually caring more abound car sounds in games
Awesome! Can't wait to see someone post a video of drifting this whole course!
That's really impressive, great work
If you change the firing order of your engine, you can make it sound like a lightcycle from the original TRON.
That would fit really well!
That sounds so real. Now with even bigger perspectives. Amazing work. GG
I love how much the sound augments this. The visuals don't get in the way of your imagination based on the sound (which isn't easy), so in a really special way, it feels immersive. Some of the best games have the simplest graphics, but the blanks are easy for the mind to fill in.
It makes me so happy someone has gone through the effort to design a motor sound simulator. Always hated the pre recorded sounds in simulators, something just never sounded right.
You're an inspiration. You have the coding chops of a master, but without any constraints or learned helplessness that always seems to come with experience. I've been coding since '86, and I'll sometimes re-watch your videos just to remind myself there's a way to do what I want if I can just get my head out of my ass.
I hope you reach your 2^32-1 subscribers and stay there.
This is so good! Even though I know it's in game, it really sounds like you edited in the car sounds in. Great work!
AngeTheGreat is katamari-ing everything to do with car physics into a beautiful channel/project that is unstoppable.
that engine noise is amazing honestly didnt think it would be that good but you can hear the lifter tick and the backfires at the rev limiter is just great now i need to get my hands on it lol
7:23 there's a lot of devs that love the challenge of developing in the confines of restrictions (be it software thats being the restriction, or hardware being the restriction). Like the homebrew community that still makes games for retro systems.
we need tire screeching simulator to go along with the sounds
Wow! Simply wow! I imagine this fat motor sound together with driving noises like dirt, gravel and weather effects like heavy rain - and all of that on a rally track. This must be so epic.
Amazing job, I'm huge fan of realistic sound in driving games. I think you should talk to guys from Automation Game (if you didn't yet), your project would perfectly fit to their engine designer in game
my man doing heel toe on a keyboard, big props
Please god keep developing this. I’ve been wanting a physics game that simulates at this level of detail forever. I want to build an aircraft with real flight dynamics and a working engine!
If what I'm hearing is the spring linkage, it actually sounds pretty realistic. The drive train in cars isn't perfectly rigid (obviously) so that wobble at low rpm is pretty accurate to a lot of high performance cars.
The demo is straight up 60’s F1. Looks fun, dangerous, sounds awesome, easy to learn difficult to master.
Wow, what you made is absolutely staggering! I cannot imagine how this will evolve, but I hope your creations grow up to unthinkable levels. Keep it going, man!!!
My dude, if you are not the spitting image of a gigachad progammer, then no one is