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F1 2012: New Screenshots and Video
Screenshots | F1 2012 | By Paul on 2 September 2012 19:57

Codemasters have released several new screenshots for F1 2012 as well as a video showing a hotlap of the Spa-Francorchamps circuit.

You can view the screenshots here, and the hotlap video here.

Don't forget to visit our F1 2012 game profile for much more on the upcoming title, and you can also keep up to date by following us on Twitter.

Comments

I did see it and it makes sense. Unification is a natural step in the evulotion of software systems. As systems become more powerful, they also become bigger and more complex. Unification is one possibility to deal with that. We saw it in the game industry in the form of deferred rendering and mega textures. Every such step is a trade-off between increased productivity, maintainability and increased resource costs. For example, nobody will deny that ray-tracing is a much better rendering model than rasterization, but our current hardware is not powerful enough to use it in the mass market. I agree with Carmack that the next big step will be the virtualization of geometry. How this will be implemented is another question. I think that volumetric representations have a lot of potential given their features and the vivid research around them. They can simplify artists' workflows, simplify texture mapping or even replace it by encoding visual data directly inside the volume and are much better suited for deformation. Keep in mind alternatives like and don't forget that hybrid approaches are also feasible. I doubt that tesselation alone is strong enough to fill this role (it is foremost an enhancing technique), but I'm sure that we will see a lot of cool things coming out of it as programmers and artists discover its possibilities. One interesting research topic in this regard would be user-guided tesselation, where an artist creates a coarse mesh, applies detail through (procedural/displacement-mapped) tesselation and then has the ability to put finishing touches on the final model without incurring big memory or performance overheads. – Natalya 29-Oct-2015
Sir Wollay, Mrs. Pixxie, Before you read this list (if you do), I want you to know that I don't expect any ofthe finlowolg to be in your game, I only want to be another source ofinspiration for you. The finlowolg is a list of Ideas and concepts that I thought you would beinterested in 1. WOOD: the trees your generator creates areaesthetically beautiful, but I see further potential then just eye candy. Whencreating or modifying an item, whether it is armor or a weapon, you havecreated the option to use different materials, metals and soul, all withdifferent rarity and ability. I suggest that the handle or hilt of a weaponwould also be custom made, and depending on how much wood is used, and itsquality, this would increase the ATTACK speed of that weapon. Instead of havinga long spear that does little damage, have it make more sense: The handle islong, hence quick blows, but a small head yields little damage. Armor can becrafted with leather, bringing down you overall DEFENSE, but improving movement speed. I think that these additions would allow players to become more creative and have to think more about the efficiency of their design, rather than having them mindlessly slapping together the biggest weapons and armors using the bestresources. 2. RESOURCES: In many other games, recourses you collect have a different rarity, and are superior to other resource. I would urge you to make all recoursesequally rare and balanced. If you make a specific, say, metal better than therest, you will have players simply building their equipment out of that metal.Once they reach that level of rarity, they would have nothing else to strivefor. I would suggest you make all resources equally rare, but have them allhold different uses. That way there can never be one specific design or metalthat everyone strives for, stunting creativity. As an example: in minecraft,once you reach diamond, what else is there to do? You have hit the top. Thereis never a top when the only thing that keeps a player from his perfect weapon,is his imagination. 3. CRAFTING: The biggest problem with having custom built weapons is how large these weapons will become. If a player's weapon deals greater damage depending on how much metal there is, why not make itHUGE? I suggest that a limit should be placed on the number of voxels that canbe used on a piece of equipment. This capacity to build bigger weapons might be unlocked as you level, you may also unlock certain materials to use in yourcrafting. There should also be a limit to the number of spirit voxels that canbe placed, which is increased as you level.4. UNLOCKING VOXELS: when you level up, considergiving the player an option between unlocking a greater amount of spirit voxelsthat can be used, or more common materials. A mage or a player who wishes topursue elemental and other magic abilities in their equipment would unlock ahigher spirit cap on it. A player who wanted higher attack, or defense, wouldunlock a larger cap on common materials, metals, ect. To add to thereequipment. OR increased wood and leather cap. on equipment for players who want to focus on quick attacks and higher mobility. Hardly a full list, I'm just getting started. If you are a forum-user and agree with any of the above,help this post get seen by Wollay! Drop a comment or a thumbs up!More coming soon, rusty_TOAST_ – Shiva 27-Oct-2015
Hi Stephen,Thank you for taking the time to test the pilgun. I think you have highlighted a failure in the intro, documentation or help'. It is not intended to disable the screen options, but rather to default them to however the template user is set (in your case admin).If the editor user already exists, then the administrator will need to click the set all editor users to set the options, dashboard layout etc for existing users. New users who are created or register AFTER the settings have been made, will automatically be given those settings too.In all cases, the screen options will still be available. (This allows more literate users to open up more boxes if they want, while presenting the most simple screen initially.)You did not mention whether your editor user (if set or new ) did have the tailored settings or got the normal wordpress setup?I think I need to make this clearer in the settings (maybe some notes and highlighted links to the and ?IF you have any ideas of how better to explain it maybe choice of words etc (I think I am a bit too verbose sometimes simpler is usually clearer!), I'd appreciate the input.Thank You – Steve 26-Oct-2015
Hi Stephen,Thank you for taking the time to test the plgiun. I think you have highlighted a failure in the intro, documentation or help'. It is not intended to disable the screen options, but rather to default them to however the template user is set (in your case admin).If the editor user already exists, then the administrator will need to click the set all editor users to set the options, dashboard layout etc for existing users. New users who are created or register AFTER the settings have been made, will automatically be given those settings too.In all cases, the screen options will still be available. (This allows more literate users to open up more boxes if they want, while presenting the most simple screen initially.)You did not mention whether your editor user (if set or new ) did have the tailored settings or got the normal wordpress setup?I think I need to make this clearer in the settings (maybe some notes and highlighted links to the and ?IF you have any ideas of how better to explain it maybe choice of words etc (I think I am a bit too verbose sometimes simpler is usually clearer!), I'd appreciate the input.Thank You – Abhayan 17-Jul-2015
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