VDrift 2010-06-30 has been released for Windows and Linux (source). Download links are available on the main http://vdrift.net website. Despite the lack of news stories recently, the forum has been very active and development has been progressing at a fast pace. As a result this release is a snapshot during heavy development and so this release may be a little less stable than the previous in some areas. There’s a full list of changes below the cut, but to summarize the most noticeable ones:
* rewritten physics engine that fixes many bugs, improves performance, and vastly improves simulation accuracy
* new deferred rendering engine that supports normal maps, true HDR rendering, screen-space ambient occlusion, and soft particles
* meshes for brake rotors, better wheel and tire meshes
* bugfixes and tweaks to control input management
* new sounds
Full change log below:
cars and physics
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* support for wheel steering, ackermann, caster
* new constraint based suspension simulation including proper unsprung mass simulation
* new constraint based clutch simulation
* new car parameter format
* rolling resistance reimplemented
* rolling drag reimplemented
* suspension bump on overtravel now simulated
* wheel collision method changed, shape now depends on wheel model
* rollover recovery
* chassis collision method changed to use bullet
* additional camera views in .car file
* wheel camber rewrite
* handbrake now applies to the correct wheels
* spring and damper factor curves
* engine inertia fixes
* max steering angle is working again
graphics
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* normal maps
* screen-space ambient occlusion (SSAO)
* HDR rendering
* soft particles
* data-driven deferred renderer
* tire mesh, wheel, and brake rotor mesh generation based on car parameters
* car color customization
* hierarchical frustum culling for static geometry
* scenegraph rewrite to improve performance
* dynamic reflections work again
* functional reverse lights
* enabled texture compression for textures larger than 512×512
controls
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* improved throttle and clutch management during shifting
* enable some car controls during race staging time
* downshifting into first, neutral, and reverse allowed in autoshift
* start in first gear when the race starts
* tweaks to speed-sensitive steering
* force feedback is set to zero when the game is paused
sound
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* gear, brake, and handbrake application sounds