Following a report by The Edge Weekly, it seems that Porsche is seeking to locally-assemble (CKD) some
Sime Darby Auto Performance (SDAP), the official importer and distributor of Porsche models in Malaysia
Porsche has unveiled #DrivingTomorrow, a pop-up exhibition at Jewel Changi Airport that tells the story
Porsche’s electric line-up will see the introduction of an SUV with the new Porsche Macan.
And Porsche has documented his entire journey in the second season of Road to Le Mans.Fassbender in the
The first-generation Porsche Cayman GT4 was one of my favourite cars of all time.
Porsche is more than just a maker of an uber fast version of the Volkswagen Beetle, it’s an innovative
The 4-door limousine from Porsche, the Porsche Panamera comes in various trims and variants.
Porsche 911 Turbo S.
The Porsche 911 (991) Speedster is now available in Malaysia.
After tax, expect to pay over RM 2.5 million.Not far behind is the Porsche 911, with margins estimated
Porsche has delivered 9,072 units of the Porsche Taycan world-wide in the first quarter of 2021, only
Porsche Malaysia has launched it’s all-electric four-seater car, the Porsche Taycan, in Malaysia
Porsche Australia launched the 2021 Porsche Taycan earlier this month.
Porsche has introduced their new Porsche Classic Communication Management (PCCM) infotainment system
When the 992 generation Porsche 911 was first revealed, there were no manual transmission option available
been 10 years since Sime Darby Auto Performance (SDAP), sole authorised importer and distributor of Porsche
Not really.But a Porsche Taycan? Who would say no to that?
One of those cars, a 1974 Porsche 911 Carrera 3.0 RSR IROC race car, is on sale.The asking price of the
In a recent roundtable discussion with Frank Ickinger (Senior Engineer Advance Engineering at Porsche
2021 Proton Saga Standard 1.3
19,336 km
3.5 years
Kuala Lumpur
2022 Perodua AXIA Advance 1.0
17,119 km
1.5 years
Johor Bharu
BeamNG Drive Porsche 911 GT2 v4.1 Crash Testing #29 - https://t.co/XS5tokDNZL https://t.co/bGfuLOaKvQ
Porsche 911 Carrera 2 Speedster para BeamNG Drive https://t.co/kAZyvZtjGG
I liked a @YouTube video http://t.co/VIPAL4WzeP BeamNG Drive - Porsche 911
Porsche 911 pour BeamNG Drive https://t.co/ZE997VdXmH
Crushed!!!! #porsche #911 #porsche911 #beamng #beamngdrive #drive #awesomeness http://t.co/88c7hrHWpl
I think there are several ways to answer this question. Let’s take the example of car racing games as you suggested. First, what’s needed depends on the genre of game being developed. Second, depending on the genre, development of a car racing game almost always follows a well defined model. A. Genre of game. Arcade,: Focus is on speed and basic behavior of the car with the outside environment (asphalt, sand, dust etc), in classic situation (acceleration, braking, steering) and against other racers. This does not need a lot of realism. Focus is on graphics, so what’s needed here is detailed photographs of the inside and outside of the car(s). Examples: Need for Speed, Test Drive, The Crew, CSR Racing (mobile), Asphalt (mobile). Crash / Demolition Derby / Super Deform,: Car crashes against each other or other obstacles. Again, not a lot of realism, however a deeper collaboration with the manufacturer is needed. Focus is on graphics AND the chassis / structure of the car. Here, it is important to understand the connection of all the main components (engine, transmission, windows, exhaust, transmission, wheels) with the chassis and between each other. Basic blueprints are need to have a sort of x-ray view of the car. Examples: Demolition / Destruction Derby, Burnout, BeamNG. Simulation,: Focus is to get an authentic / realistic / real life behavior of the car in competitive driving conditions. A lot more realism that needs a lot more details from the manufacturer including precise metrics and parameters about aerodynamics of the car, engine and liquid (oil, water) temperatures etc. Examples: Gran Turismo, Project Cars, Assetto Corsa, Dirt, F1 series. B. Development skills. Graphic Artist,: will create all color palettes and layers to be applied to pre-rendered 3D models. Layers also include logos, transparent layers for windows etc. 3D Modeler,: depending on the genre, the 3D modeler designs each part of the car from the outside (doors, wheels, roof, windows) and the inside (chassis, engine, exhaust, brakes, transmission). 3D Animator,: based on the 3D models being assembled, the 3D Animator builds basic behavioral models of animation from acceleration to steering, to braking etc. The basics can then be adapted / customized for each car depending on their specifications and other factors. Physics Engineer,: this includes 3D physics and environmental (wind, rain, asphalt, dust etc) and non-car structural physics (buildings, obstacles). This is highly complex and requires a lot more resources considering the exercise is to have multiple moving and still objects interacting with each other. The Physics Engineer will also design how a car deforms when it crashes. C. Relationship with car manufacturer. There is usually no need to have a direct relationship with manufacturers. This is because they all give the licensing rights for video games to ,specialized agencies, who work with many manufacturers rather than just one. Certain manufacturers do not want to see their cars in video games. Even though some are ok with having their cars in video games, they don’t want to see them crash. Porsche almost never license their brands out, and usually developers license the RUF brand instead (which is based on the Porsche 911 chassis). Costs to license, the brands vary, but usually they’re sold at a fixed price. For GTA, ,3D models were built to resemble, many real life models. No license was paid. This is an interesting case study. Obviously for a game like GTA, branded cars are not really needed since the core of the game is not racing or testing the extreme capabilities of a car. D. Development Studio advantages. The deeper the realism, the more complex and costly is the development. Some studios like EA, Ubisoft, Microsoft Studios have developed racing games for decades: they have therefore ,a proprietary racing engine, that they can adapt and continue to develop for new consoles and PCs - over time, the profitability costs of the engine development are improved. A proprietary engine allows a developer to make a unique kind of game as opposed to other developers. Some development studios propose ,development kits, with basics to advanced models: ,Unreal Engine, in particular is a powerful one when it comes to complex 3D modeling and physics. There are other tools like Unity 3D. It is much cheaper to develop using these tools but the final result is not as fresh or original compared to proprietary engines: bear in mind that gamers of car racing games are supposedly experts and immediately can pinpoint how realistic / different a game is compared to another.
First, what’s needed from the manufacturer depends on the genre of game being developed. Second, depending on the genre, development of a car racing game almost always follows the same model. A. Genre of game. Arcade,: Focus is on speed and basic behavior of the car with the outside environment (asphalt, sand, dust etc), in classic situation (acceleration, braking, steering) and against other racers. This does not need a lot of realism. Focus is on graphics, so what’s needed here is detailed photographs of the inside and outside of the car(s). Examples: Need for Speed, Test Drive, The Crew, CSR Racing (mobile), Asphalt (mobile). Crash / Demolition Derby / Super Deform,: Car crashes against each other or other obstacles. Again, not a lot of realism, however a deeper collaboration with the manufacturer is needed. Focus is on graphics AND the chassis / structure of the car. Here, it is important to understand the connection of all the main components (engine, transmission, windows, exhaust, transmission, wheels) with the chassis and between each other. Basic blueprints are need to have a sort of x-ray view of the car. Examples: Demolition / Destruction Derby, Burnout, BeamNG. Simulation,: Focus is to get an authentic / realistic / real life behavior of the car in competitive driving conditions. A lot more realism that needs a lot more details from the manufacturer including precise metrics and parameters about aerodynamics of the car, engine and liquid (oil, water) temperatures etc. Examples: Gran Turismo, Project Cars, Assetto Corsa, Dirt, F1 series. B. Development skills. Graphic Artist,: will create all color palettes and layers to be applied to pre-rendered 3D models. Layers also include logos, transparent layers for windows etc. 3D Modeler,: depending on the genre, the 3D modeler designs each part of the car from the outside (doors, wheels, roof, windows) and the inside (chassis, engine, exhaust, brakes, transmission). 3D Animator,: based on the 3D models being assembled, the 3D Animator builds basic behavioral models of animation from acceleration to steering, to braking etc. The basics can then be adapted / customized for each car depending on their specifications and other factors. Physics Engineer,: this includes 3D physics and environmental (wind, rain, asphalt, dust etc) and non-car structural physics (buildings, obstacles). This is highly complex and requires a lot more resources considering the exercise is to have multiple moving and still objects interacting with each other. The Physics Engineer will also design how a car deforms when it crashes. C. Relationship with car manufacturer. There is usually no need to have a direct relationship with manufacturers. This is because they all give the licensing rights for video games to ,specialized agencies, who work with many manufacturers rather than just one. Certain manufacturers do not want to see their cars in video games. Even though some are ok with having their cars in video games, they don’t want to see them crash. Porsche almost never license their brands out, and usually developers license the RUF brand instead (which is based on the Porsche 911 chassis). Costs to license, the brands vary, but usually they’re sold at a fixed price. For GTA, ,3D models were built to resemble, many real life models. No license was paid. This is an interesting case study. Obviously for a game like GTA, branded cars are not really needed since the core of the game is not racing or testing the extreme capabilities of a car. D. Development Studio advantages. The deeper the realism, the more complex and costly is the development. Some studios like EA, Ubisoft, Microsoft Studios have developed racing games for decades: they have therefore ,a proprietary racing engine, that they can adapt and continue to develop for new consoles and PCs - over time, the profitability costs of the engine development are improved. A proprietary engine allows a developer to make a unique kind of game as opposed to other developers. Some development studios propose ,development kits, with basics to advanced models: ,Unreal Engine, in particular is a powerful one when it comes to complex 3D modeling and physics. There are other tools like Unity 3D. It is much cheaper to develop using these tools but the final result is not as fresh or original compared to proprietary engines: bear in mind that gamers of car racing games are supposedly experts and immediately can pinpoint how realistic / different a game is compared to another.
No, Porsche 911 isn't available in Auto Headlamps.
No, Porsche 911 doesn't have Front/Rear Side Airbags.
No, Porsche 911 isn't available in Taillamps.