The microphone placement concept is far more important than I realized. If you think about it, the audio samples being played are from the perspective that you're right where the exhaust is exiting from, rather than hearing the waves as they expand outward in other directions in space. This must be what's making the exhaust notes sound so tubular and resonant in this stage
Also directional focus is linked to frequency in pretty much any physical sound source. Higher frequencies will be more directional and lower ones more omni-directional due to diffraction. I think it would be great if Ange could implement a filter with the cut-off frequency linked to how much the normal vector of a sound source is pointing away from the mic or something like that.
@@xenn4985acchshullyyy if you have an impulse response you caaaann convolve it with the inverse impulse response which would teeeechnically give you back the original sound 🤓🤓🤓
That’s amazing that even at this early stage I can hear and differentiate few engines: - 2 stroke chainsaw - something like excavator/tractor engine - a cow ready to be milked Also I’ve heard a few backfires, that’s really cool :)
@@jakobwetzel8167 sometimes videos can be found that are posted, but not live if you know what i mean. So a video can be scheduled to be live at a given time while still being uploaded already.
Watching this whole project evolve has been mesmerizing. I'm a 3D artist and I'm making 3d models of my own car designs to eventually take as mods in games like AC and BeamNG, this whole engine simulator project is great stuff to design sound for these custom cars. Glad to be a supporter
I don't want to detract from how impressive this all is, but I do want you to know that my favorite part of the video was 9:40. I was not prepared for the slide-whistle sound to turn into goat noises.
Dude this is amazing stuff. I've worked as a mechanic in some for for 10+ years and even the basic simulations you've shown here mimic alot of what real world experience has shown me. And as props to your skills @AngeTheGreat, I've used ES2D to replicate real world engine builds (mostly vintage motorcycles) and corresponding dyno figures to a remarkable level of accuracy. You're doing amazing work!! I'm currently using ES2D to build and tune a Bonneville land speed bike, and by all accounts from many different experts everything the simulation is telling me (accounting for altitude change) is within expected ranges. I can't wait to see ES3D and try it out!!
Someone else might have asked for this, but the ability to turn on motion blur for the piston would really help visualize its speed, especially when it starts to look like it barely moves between frames. Also I'm really interested in the new simulator improvements!
Amazing work!! I want to point a suggestion: I feel like a proper motion blur effect would do wonders for your engine. For instance, when a piston starts to get really fast, it looks kind of choppy because every frame generated is visually perfect. In reality, our eyes don't see fast things that way. When a fan is spinning fast, we see the blades in a very blurry way. And we know it's spinning really fast because we see it that way. I think it's called per-object motion blur, and some games do implement it correctly. It calculates the amount of blurriness of an object based on the number of frames currently displayed on the screen (because 120hz won't have the same amount of blurriness per frame compared to 60hz, assuming the framerate reach those values) and the speed of the object moving in the view/camera. Not the same as the usual whole frame/camera motion-blur, which can be a hit or miss, but most of the time misses the point of achieving a realistic representation of a speedy object in our eyes. I think I cannot give you a link without being shadowbanned in youtube, but there is a thread in the forum of Linus Tech Tips called "What's with Linus hate for Motion Blur?", page 4. There's a developer that worked on that motion blur for Crysis in 2010, and he goes with some comparisons and the reasoning behind. I find it super interesting, and suspect you might as well!
Adding the intake sound source is probably the biggest improvement in expressivity for this model yet! The other stuff can mostly be faked with filters, including reverb and transfer, combined as one filter in fact. But without that single change that responds directly to the throttle input, it wouldn't feel half as involving. Really excellent work so far!
This is incredible stuff man! Can't wait to eventually try this game and the chance we may see this simulation get implemented into BeamNG gets me immensely hyped
You should try making something like a EU spec alu block M52 when you get to the point of having full blown engines running. They have a really whistly idle with stock cams at 600RPM so it's a good litmus test to see if even the weird niche edge cases come through in the simulation. Beyond impressive work so far though. Just absolutely amazing stuff from a pure nerding out over engines perspective!
reverb and distortion are two really powerful effects that allow you to make your sound much more interesting and harmonically rich without much effort, actually one of the suggestions for beginner music artists is to limit usage those effects as much as possible as it can quickly get out of hand turning your work into a noisy mess. 4-6% reverb is ok for a little makeup, 6-12% to add a bit of space, more than that only recommended if youre going for ambient style of sound.
There's so much that is possible with these variable simulations, i'm absolutely amazed! This, this will get all the attention it needs. I'm sure people will make even more insane content than ES2D
I've been loving watching your progress on all this and I just keep thinking (especially after your trumpet simulation) about the real time audio synthesis applications of everything you've done and you have the makings of maybe THE wind/brass instrument plugin, maybe even some other interesting air vessel instruments like an udu. I don't want to encourage feature creep per say and I'm interested either way, but there is so many exciting potentials to the work you've done. (also thank you for talking about asset creation potential with this in general)
I would love to see this applied to musical applications as well, but it's only a piece of the idea. A big part of the issue is how do you translate the nuances of a performance into changes in the simulation? How do the actual controllers respond to different playing techniques? Do the physical sensors have the sensitivity and accuracy to make the sound that the performer is intending? A simulation like this one combined with the ability to control it through midi 2.0 might end up being a game changer in synthesizer tech, especially if an equally good wind controller is ever produced that works using midi 2.0
I still chuckle everytime I think of trumpet simulator. So incredibly, technically good at being so incredibly musically bad, haha! The animated "lips" we're killing me, haha!
I am so glad you posted this, because I have been thinking about tuning applications for your software. It would be amazing if you could input cam specs like lift, duration, and lobe separation angle, as well as injector specs (flowrate, number of injectors, port/direct/throttle body injection), and have an output for simulated AFR. These features as well as Volumetric efficiency/flowrate and timing tables would allow people to make tunes on virtual engines without having a physical engine in front of them, and make baseline tunes that can be tweaked and used later on a physical engine with the same specs.
There’s so much educational potential here. I hope he makes the simulation easy ish to understand for people who don’t know much about engines already (me) because it could be a great learning tool.
Seriously incredible. You are right up there with the best dev/dev log youtubers. I have a hint how hard what you're doing is and your results floor me every time
This is outstanding work, my guy... please add a cylinder wall that absorbs back pressure resonance differently based on aluminum density vs cast steel density
The audio from this simulator is getting shockingly realistic. Y'all are killing it I'm so impressed. Its getting to the point where someone could design the perfect sounding exhaust on here and then make it in real life for their car!
Excellent work as always! The sound changes are really something, and I think they're helping me understand how cars sound the way they do in real life. I also appreciate how you mention the math without talking about how it's "scary" or whatever and just dive in to how you solved it.
Been waiting for this for sooooooo long. im a big fan of engine sim and have been here since day 1. love your work and i am excited for the es3d. ill buy it asap
I'm so happy to see the way this project is going, and to be honest am looking forward to this more than any AAA game coming out haha. Love your work Ange!
Wow it sounds very realistic, I have heard many motorbike engines at around 50-100cc and I will say they sound very similar to the ones that are the same displacement in this video
I cant help but realise how similar and soothing to listen to you are, it gives me straight up Greg's aircraft and automobiles vibes- Its so comforting, and that's the best way to learn a thing or two, three - make that ten :)
YES! 2 stroke pipes! I have been waiting for it. All hail Ange the Great. What's interesting is that I thought 4-strokes did not benefit from an expansion chamber since they have valves direct fuel-air mix and exhaust gases. AFAIK in 2 strokes the purpose of the return wave is to push escaping fuel-air mixture back into the cylinder right before the piston closes the exhaust window, and 4 strokes don't have this problem.
This is absolutely amazing stuff. I've been following you for a while now but this is next level impressive even when compared to your previous stuff. Can't wait for games to incorporate your work so we actually have accurate sounds FINALLY.
Your attention to detail and dedication is impressive! I imagine this simulation is being designed for games but wondering if it would not be useful for engineering work in general,Keep going!
There's a comment above about using the original Engine Simulator to recreate vintage motorcycle engines for tuning and HP numbers, and apparently is amazing accurate! So I imagine the new ES3D will have huge implications for engine tuners and designers. It's simply incredible work Ange is doing!
I cant wait for the final version i love engines and everything about them if i had the chance to build an engine from scratch i would but im broke so i cant, but this game is the best for now
I love watching this series because I'll listen to sentences like "changing the flywheel mass gives the engine inertia" and just think "mhm, yes, those are words I recognize individually, lovely"
I really look forward to when this cand be implemented as an App in Electric Vehicles. *12 cylinder Hemi starts reving at me* *Changes the engine sound to a 14 cylinder Hemi and revs back*
No need to apologize, even your work in progress that still as some kinks that need to be worked out is very impressive indeed. I've built 3D Game Engines from scratch using OpenGL, DirectX and a little bit of Vulkan in C/C++. I've even did a project on emulating the 6502 CPU(NES) and I've even built a working 8-bit CPU in both Logism and a game on Steam called Turing Complete. And yet this project even at this stage impresses me!!! Then again, I enjoy math, physics, a bit of chemistry, and just about anything that is software - hardware - electronic engineering related. It's still a very impressive piece of artwork!!!
Woah. Just saw the Turing Complete trailer. If you were trying to advertise yourself, I don't blame you. I also saw AstroSam and someone else make CPUs with logism, and learned the PDP-8 was made with only 1400 transistors. en.wikipedia.org/wiki/Transistor_count#Transistor_computers. Then there are minecraft computers. And MattBatWings. Mindblowing stuff. Edit: I misread and thought you made Turing Complete. Still cool.
Love how far this has come, dude. I got a suggestion for an engine to put into the Simulator. Supposedly, Mazda is working on a 2 stroke engine that works like a 4 stroke. Can you try to recreate that engine in the Simulation so we could see what different cylinder configurations sound like with Mazda's setup?
Version 3 "Welcome to Turbine simulator, sponsored by GE & Rolls Royce" I really do love watching the videos, Test 4 really gave me the "tuning the 2-stroke dirtbike in the garage" vibes almost instantly.
The original Engine Simulator was already amazing, and now you're blessing us with this masterpiece. I can't wait to see how it evolves. This is really going to send a shockwave through many communities (pun intended).
5:16 OH MY GOD! That does not sound like a simulation AT ALL! Great job dude, hopefolly in the future i will be able to donate some money every month for this project.
With both the intake and exhaust pressure waves being modelled so accurately, I'm super excited to see turbochargers added. It should be able to correctly model turbo lag vs turbo size and maybe even turbo flutter pretty accurately without too much extra work!
It would be interesting to see VR implementation in the simulator. As you mentioned that the new Engine Simulator will allow you to change the microphone position in 3D space, it would be pretty cool to be able to walk around a 3D rendered engine and listen to certain parts closer by getting near them.
The microphone placement concept is far more important than I realized. If you think about it, the audio samples being played are from the perspective that you're right where the exhaust is exiting from, rather than hearing the waves as they expand outward in other directions in space. This must be what's making the exhaust notes sound so tubular and resonant in this stage
I think you might be right, its like when a mic is way too close to a persons mouth and you hear too many articulation sounds.
That can be done in post. However the reverse cannot be done. So its best to start with the mic right up in there.
It could be done like BeamNG does, with separate audio emitters placed in different areas along the car and the engine components.
Also directional focus is linked to frequency in pretty much any physical sound source. Higher frequencies will be more directional and lower ones more omni-directional due to diffraction.
I think it would be great if Ange could implement a filter with the cut-off frequency linked to how much the normal vector of a sound source is pointing away from the mic or something like that.
@@xenn4985acchshullyyy if you have an impulse response you caaaann convolve it with the inverse impulse response which would teeeechnically give you back the original sound 🤓🤓🤓
That’s amazing that even at this early stage I can hear and differentiate few engines:
- 2 stroke chainsaw
- something like excavator/tractor engine
- a cow ready to be milked
Also I’ve heard a few backfires, that’s really cool :)
How's your comment older than this video? TH-cam says this vid is 18 seconds old and your comment is 2 hours old.
@@jakobwetzel8167 sometimes videos can be found that are posted, but not live if you know what i mean. So a video can be scheduled to be live at a given time while still being uploaded already.
@@jakobwetzel8167Patreon
@@jakobwetzel8167 early access from patreon probably
2 stroke V6 Diesel cow bike.
I foresee someone making a rendition of the 'AAAAAAUUUUUUUUUUUUUUUUUUGHHHHHHHH' snoring meme. This was such a fun watch!
"Snoring"
😂😂😂
3d throat snoring with tubular nasal complexity 😂
i can only imagine someone making a rendition as an instrument that's usable in a DAW
Watching this whole project evolve has been mesmerizing. I'm a 3D artist and I'm making 3d models of my own car designs to eventually take as mods in games like AC and BeamNG, this whole engine simulator project is great stuff to design sound for these custom cars. Glad to be a supporter
Would you take suggestions for models for beaming?
So nice to “meet” the Mrs! You both are so great
Did I miss that part or am i bad at jokes?
@@DinMor-bo3pp part of squarespace ad
@@Cautioned 😳 Exposed as SponsorBlock user
Can't wait for the final version to release and see the community compete to make the most cursed engine/sounds possible
I hope there will still be the ability for the engine to play sound clips like engine sim 2D
Gonna make a giant turbo two stroke with like 10mm of stroke.
And then some machinist on TH-cam physically making one
Ikr
@@Appletank8imma try Tia make a diesel
Engine Simulator really has come a very long way from where it started, you should be proud of yourself Ange, you've made an amazing software. :)
Babe, wake up! Ange posted!
Excited to see the progress :-)
16:26 you've officially made an french engine. it goes "oui oui" every time you rev it
I don't want to detract from how impressive this all is, but I do want you to know that my favorite part of the video was 9:40. I was not prepared for the slide-whistle sound to turn into goat noises.
Dude this is amazing stuff. I've worked as a mechanic in some for for 10+ years and even the basic simulations you've shown here mimic alot of what real world experience has shown me. And as props to your skills @AngeTheGreat, I've used ES2D to replicate real world engine builds (mostly vintage motorcycles) and corresponding dyno figures to a remarkable level of accuracy. You're doing amazing work!! I'm currently using ES2D to build and tune a Bonneville land speed bike, and by all accounts from many different experts everything the simulation is telling me (accounting for altitude change) is within expected ranges. I can't wait to see ES3D and try it out!!
Dude that's incredible!
I cannot wait to hear this simulator with multi cylinder engines! Especially with the new intake noise. It's gonna be so goooooood!!!!
That's uncanny to see modelled, absolutely amazing - cannot wait to see where this technology goes!
Someone else might have asked for this, but the ability to turn on motion blur for the piston would really help visualize its speed, especially when it starts to look like it barely moves between frames.
Also I'm really interested in the new simulator improvements!
Amazing work!! I want to point a suggestion: I feel like a proper motion blur effect would do wonders for your engine. For instance, when a piston starts to get really fast, it looks kind of choppy because every frame generated is visually perfect. In reality, our eyes don't see fast things that way. When a fan is spinning fast, we see the blades in a very blurry way. And we know it's spinning really fast because we see it that way.
I think it's called per-object motion blur, and some games do implement it correctly. It calculates the amount of blurriness of an object based on the number of frames currently displayed on the screen (because 120hz won't have the same amount of blurriness per frame compared to 60hz, assuming the framerate reach those values) and the speed of the object moving in the view/camera. Not the same as the usual whole frame/camera motion-blur, which can be a hit or miss, but most of the time misses the point of achieving a realistic representation of a speedy object in our eyes.
I think I cannot give you a link without being shadowbanned in youtube, but there is a thread in the forum of Linus Tech Tips called "What's with Linus hate for Motion Blur?", page 4. There's a developer that worked on that motion blur for Crysis in 2010, and he goes with some comparisons and the reasoning behind. I find it super interesting, and suspect you might as well!
It's on my todo list, just haven't gotten to it yet. Thanks for the suggestion!
@@AngeTheGreatwhen will you start adding more cylinders?
No it looks disgusting
@@furriesinouterspaceUnited What looks disgusting?
@@stefankoopmans2200 motion blur?
This sounds so much better/clearer than the original sim. Very excited for intake sound and custom exhaust pipes
Ange is a really incredible programmer
the pressure wave from a tuned expansion pipe also allows you to create a "valveless pulse jet": a jet engine with literally no moving parts.
man the intake opening sounds _amazing_
Adding the intake sound source is probably the biggest improvement in expressivity for this model yet!
The other stuff can mostly be faked with filters, including reverb and transfer, combined as one filter in fact. But without that single change that responds directly to the throttle input, it wouldn't feel half as involving.
Really excellent work so far!
This is incredible stuff man! Can't wait to eventually try this game
and the chance we may see this simulation get implemented into BeamNG gets me immensely hyped
we will definetely see this form of simulation in beamng, they are already supporting him on patreon, cant wait for it
13:38 the cute "pop" when changing the size :D
excited to see how this could be implemented in gaming in the future, maybe 10-15 years down the line this will be the norm for racing games!
This is amazing. I'm so happy someone is finally working on something like this.
You're one of few channels I don't skip ads on
You should try making something like a EU spec alu block M52 when you get to the point of having full blown engines running. They have a really whistly idle with stock cams at 600RPM so it's a good litmus test to see if even the weird niche edge cases come through in the simulation.
Beyond impressive work so far though. Just absolutely amazing stuff from a pure nerding out over engines perspective!
hes made one for the current build of engine sim btw
reverb and distortion are two really powerful effects that allow you to make your sound much more interesting and harmonically rich without much effort, actually one of the suggestions for beginner music artists is to limit usage those effects as much as possible as it can quickly get out of hand turning your work into a noisy mess. 4-6% reverb is ok for a little makeup, 6-12% to add a bit of space, more than that only recommended if youre going for ambient style of sound.
There's so much that is possible with these variable simulations, i'm absolutely amazed! This, this will get all the attention it needs. I'm sure people will make even more insane content than ES2D
Bro this literally sounds like a straight piped minibike motor. It's crazy accurate
Actually laugh out loud at the 3am parking lot 😂
Awesome work mate.
I've been loving watching your progress on all this and I just keep thinking (especially after your trumpet simulation) about the real time audio synthesis applications of everything you've done and you have the makings of maybe THE wind/brass instrument plugin, maybe even some other interesting air vessel instruments like an udu. I don't want to encourage feature creep per say and I'm interested either way, but there is so many exciting potentials to the work you've done. (also thank you for talking about asset creation potential with this in general)
I would love to see this applied to musical applications as well, but it's only a piece of the idea. A big part of the issue is how do you translate the nuances of a performance into changes in the simulation? How do the actual controllers respond to different playing techniques? Do the physical sensors have the sensitivity and accuracy to make the sound that the performer is intending? A simulation like this one combined with the ability to control it through midi 2.0 might end up being a game changer in synthesizer tech, especially if an equally good wind controller is ever produced that works using midi 2.0
I still chuckle everytime I think of trumpet simulator. So incredibly, technically good at being so incredibly musically bad, haha! The animated "lips" we're killing me, haha!
I am so glad you posted this, because I have been thinking about tuning applications for your software. It would be amazing if you could input cam specs like lift, duration, and lobe separation angle, as well as injector specs (flowrate, number of injectors, port/direct/throttle body injection), and have an output for simulated AFR. These features as well as Volumetric efficiency/flowrate and timing tables would allow people to make tunes on virtual engines without having a physical engine in front of them, and make baseline tunes that can be tweaked and used later on a physical engine with the same specs.
I’m really looking forward to the release. It’s amazing how good this is already. Well done
There’s so much educational potential here. I hope he makes the simulation easy ish to understand for people who don’t know much about engines already (me) because it could be a great learning tool.
just finished this video, absolutely incredible
Now that's what I call simulated engine sound! I hope this technology ends up in BeamNG Drive at some point!
Seriously incredible. You are right up there with the best dev/dev log youtubers. I have a hint how hard what you're doing is and your results floor me every time
This is outstanding work, my guy... please add a cylinder wall that absorbs back pressure resonance differently based on aluminum density vs cast steel density
The audio from this simulator is getting shockingly realistic. Y'all are killing it I'm so impressed. Its getting to the point where someone could design the perfect sounding exhaust on here and then make it in real life for their car!
Excellent work as always! The sound changes are really something, and I think they're helping me understand how cars sound the way they do in real life. I also appreciate how you mention the math without talking about how it's "scary" or whatever and just dive in to how you solved it.
That thing sounds incredible even before all the steps you mentioned.
i enjoy very much the sound comparisons you make in the video. super cool can't wait to see how it evolves !
Been waiting for this for sooooooo long. im a big fan of engine sim and have been here since day 1. love your work and i am excited for the es3d. ill buy it asap
YES YES YES YES!!!! I was looking at old videos not too long ago and here we have a new one.
I'm so happy to see the way this project is going, and to be honest am looking forward to this more than any AAA game coming out haha. Love your work Ange!
Wow it sounds very realistic, I have heard many motorbike engines at around 50-100cc and I will say they sound very similar to the ones that are the same displacement in this video
never before has a single cylinder lawnmower engine sounded so angry
I cant help but realise how similar and soothing to listen to you are, it gives me straight up Greg's aircraft and automobiles vibes-
Its so comforting, and that's the best way to learn a thing or two, three - make that ten :)
Godlike as always. This is what they mean by a 100x developer.
i love these devlogs, it's a mix of learning and comfort. thank you, ange.
YES! 2 stroke pipes! I have been waiting for it. All hail Ange the Great.
What's interesting is that I thought 4-strokes did not benefit from an expansion chamber since they have valves direct fuel-air mix and exhaust gases. AFAIK in 2 strokes the purpose of the return wave is to push escaping fuel-air mixture back into the cylinder right before the piston closes the exhaust window, and 4 strokes don't have this problem.
I'm not even that interested in engines or programming but I can't get enough of these videos. What a journey so far!
glad to see the progress on this, it's reassuring to know that there is always an improvement every time.
It actually sounds like a 1 cylinder four stroke, well done
This looks and sounds like it'll be an amazing program and an absolute dream playground for ICE enthusiasts.
This is absolutely amazing stuff. I've been following you for a while now but this is next level impressive even when compared to your previous stuff. Can't wait for games to incorporate your work so we actually have accurate sounds FINALLY.
This’s are damn impressive. Genuinely sounds like an engine
Your attention to detail and dedication is impressive! I imagine this simulation is being designed for games but wondering if it would not be useful for engineering work in general,Keep going!
There's a comment above about using the original Engine Simulator to recreate vintage motorcycle engines for tuning and HP numbers, and apparently is amazing accurate! So I imagine the new ES3D will have huge implications for engine tuners and designers. It's simply incredible work Ange is doing!
This has a lot of potential for modding games like BeamNG or other racing games
If this gets integrated to beamng at some point it will be huge!! Pioneering stuff, great work again! 🎉🎉
Incredible! That is turning into a great future tool for engine optimization.
I like how you introduced the reverb. You are more intelligent than I.
This is gonna be a game changer for sure, can't wait to see the finished product
I cant wait for the final version i love engines and everything about them if i had the chance to build an engine from scratch i would but im broke so i cant, but this game is the best for now
Phenomenal work! There is tremendous value in being able to see and hear the simulation in real time! 😎❤
i'm impressed how you made a 1 cylinder sound that deep.
This is great. The engines really sounds like they have inertia now.
this man's going places, impressive work ngl
can't wait for ES4D 🔥🔥🔥
I love watching this series because I'll listen to sentences like "changing the flywheel mass gives the engine inertia" and just think "mhm, yes, those are words I recognize individually, lovely"
I really look forward to when this cand be implemented as an App in Electric Vehicles.
*12 cylinder Hemi starts reving at me*
*Changes the engine sound to a 14 cylinder Hemi and revs back*
No need to apologize, even your work in progress that still as some kinks that need to be worked out is very impressive indeed. I've built 3D Game Engines from scratch using OpenGL, DirectX and a little bit of Vulkan in C/C++. I've even did a project on emulating the 6502 CPU(NES) and I've even built a working 8-bit CPU in both Logism and a game on Steam called Turing Complete. And yet this project even at this stage impresses me!!! Then again, I enjoy math, physics, a bit of chemistry, and just about anything that is software - hardware - electronic engineering related. It's still a very impressive piece of artwork!!!
Woah. Just saw the Turing Complete trailer. If you were trying to advertise yourself, I don't blame you. I also saw AstroSam and someone else make CPUs with logism, and learned the PDP-8 was made with only 1400 transistors. en.wikipedia.org/wiki/Transistor_count#Transistor_computers. Then there are minecraft computers. And MattBatWings. Mindblowing stuff. Edit: I misread and thought you made Turing Complete. Still cool.
Man does the intake sound greatly improve the immersion.
Absolutely incredible once again
What you're doing is just amazing
Lovely work. Excited to see how this continues to progress.
Can't wait to simulate my own turbo stututututuu and for the community to make the best one
I love vibrating air 🔥
You know its a good day when this genius has posted again
Love how far this has come, dude. I got a suggestion for an engine to put into the Simulator. Supposedly, Mazda is working on a 2 stroke engine that works like a 4 stroke. Can you try to recreate that engine in the Simulation so we could see what different cylinder configurations sound like with Mazda's setup?
This is so awesome! when its out i am going invite my dad and play around with it. Its going to be fun!
Version 3 "Welcome to Turbine simulator, sponsored by GE & Rolls Royce"
I really do love watching the videos, Test 4 really gave me the "tuning the 2-stroke dirtbike in the garage" vibes almost instantly.
what is a turbine but a 2 stroke turbo engine where the piston doesn't move?
:P
The original Engine Simulator was already amazing, and now you're blessing us with this masterpiece. I can't wait to see how it evolves. This is really going to send a shockwave through many communities (pun intended).
5:16 OH MY GOD! That does not sound like a simulation AT ALL! Great job dude, hopefolly in the future i will be able to donate some money every month for this project.
It's looking good! It would be great if it can simulate turbochargers/superchargers in the future as well.
Got a good chuckle from the demonic entities. Can't wait to see this thing finished!
Mind blowing, once again!
This is so cool! Go go go Ange!
This is absolutely brilliant!
Incredible work, it is great to see every video sunds better and better.
New video LETS GOOOOOOO
That's already crazy! I love your work and cant wait for the next video already
With both the intake and exhaust pressure waves being modelled so accurately, I'm super excited to see turbochargers added. It should be able to correctly model turbo lag vs turbo size and maybe even turbo flutter pretty accurately without too much extra work!
Splendid work Mr and Mrs TheGreat!
Amazing work, I am blown away yet again
This is awesome! I can't wait for the ability to make my own engine with real 4 cyl inline engine :d
This is amazing! The direction this project is going is so exciting!
It would be interesting to see VR implementation in the simulator. As you mentioned that the new Engine Simulator will allow you to change the microphone position in 3D space, it would be pretty cool to be able to walk around a 3D rendered engine and listen to certain parts closer by getting near them.
Ange in a year:
Welcome to this series on the ES 4D!
Incredible. Every video blows my mind.
Very excited with the progress made on es3d!