Race Sim Central
Rec.Autos.Simulators Archive

Todd's sim screenshots

20 posts by 9 people · 16 Aug 2001 05:38 UTC - 17 Aug 2001 11:25 UTC

Screenshots of Todd Wasson's sim project

Todd Wasson shared screenshots of his own racing sim, built on an OpenGL engine with his physics engine and a simple track generator. Others praised it and suggested how to fix track texture seams, and Colin Reed asked about his suspension geometry modelling.

With J. Todd Wasson (Performance Simulations)

mods/tracks/carsphysics/realism debate

Automated summary.

J. Todd Wasson 16 Aug 2001 05:38 UTC#167774
Hi everybody, A couple of you wanted to see some screenshots from my race sim project. The base OpenGL graphics engine only took about 3 days to get and running, then longer of course to decide on textures and make a couple cars, get the physics engine plugged in, etc.. Right now, this is just what I use to develop the physics for an RC car racing game that'll be a free download for everybody (whenever we finish ;-)) After that, work will continue on this. Perhaps I can "borrow" some of Ruud's cars! http://performancesimulations.com/scnshot2.htm FWIW, Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Pretty cool... Wish I had it in me to do somethin' like that! Warlock! "J. Todd Wasson" wrote:
Quoted text (19 lines)> Hi everybody, > > A couple of you wanted to see some screenshots from my race sim project. The > base OpenGL graphics engine only took about 3 days to get and running, then > longer of course to decide on textures and make a couple cars, get the physics > engine plugged in, etc.. Right now, this is just what I use to develop the > physics for an RC car racing game that'll be a free download for everybody > (whenever we finish ;-)) After that, work will continue on this. Perhaps I > can "borrow" some of Ruud's cars! > > http://performancesimulations.com/scnshot2.htm > > FWIW, > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
I wish I had the talent :) PC "J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]... > Hi everybody, > > A couple of you wanted to see some screenshots from my race sim project.The > base OpenGL graphics engine only took about 3 days to get and running,then > longer of course to decide on textures and make a couple cars, get thephysics > engine plugged in, etc.. Right now, this is just what I use to developthe > physics for an RC car racing game that'll be a free download for everybody > (whenever we finish ;-)) After that, work will continue on this. PerhapsI
Quoted text (11 lines)> can "borrow" some of Ruud's cars! > > http://performancesimulations.com/scnshot2.htm > > FWIW, > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
"J. Todd Wasson" wrote:
Quoted text (12 lines)> > Hi everybody, > > A couple of you wanted to see some screenshots from my race sim project. The > base OpenGL graphics engine only took about 3 days to get and running, then > longer of course to decide on textures and make a couple cars, get the physics > engine plugged in, etc.. Right now, this is just what I use to develop the > physics for an RC car racing game that'll be a free download for everybody > (whenever we finish ;-)) After that, work will continue on this. Perhaps I > can "borrow" some of Ruud's cars! > > http://performancesimulations.com/scnshot2.htm
Love the detailed instrumentation! Does the odometer really work? :-P Keep up the good work. -- Fester
Tis looking nice :) How do you mean 'plugged-in', have you purchased a 3rd-party physics engine? Just curious. (btw looks like your tex coords are in the wrong order on the second tri of each track section) "J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]... > Hi everybody, > > A couple of you wanted to see some screenshots from my race sim project.The > base OpenGL graphics engine only took about 3 days to get and running,then > longer of course to decide on textures and make a couple cars, get thephysics > engine plugged in, etc.. Right now, this is just what I use to developthe > physics for an RC car racing game that'll be a free download for everybody > (whenever we finish ;-)) After that, work will continue on this. PerhapsI
Quoted text (11 lines)> can "borrow" some of Ruud's cars! > > http://performancesimulations.com/scnshot2.htm > > FWIW, > Todd Wasson > --- > Performance Simulations > Drag Racing and Top Speed Prediction > Software > http://PerformanceSimulations.Com
On Thu, 16 Aug 2001 07:07:38 -0500, Matt Lanzer <[email hidden]> wrote: >> engine plugged in, etc.. Right now, this is just what I use to develop the >> physics for an RC car racing game that'll be a free download for everybody >> (whenever we finish ;-)) After that, work will continue on this. Perhaps I >> can "borrow" some of Ruud's cars! Hehe, I see you have already managed to get a texture in. ;-) Good luck! Like the tire marks! :) Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/
> >Tis looking nice :) > Thanks :-) >How do you mean 'plugged-in', have you purchased a 3rd-party physics engine? >Just curious. No, my physics engine IS a 3rd-party engine :-) > >(btw looks like your tex coords are in the wrong order on the second tri of >each track section) > It sure looks like it. I've tried it every which way and it always seems to have a seam (seams to have a seem?) Part of my difficulty is I've made a little track editor that generates all the triangles automatically based on inputs like track width and corner radius, etc.. So it's tricky making it work the same way as the graphics part. Any suggestions? Is it probably just a couple numbers flipped around somewhere? Thanks, Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Quoted text (7 lines)>Love the detailed instrumentation! Does the odometer really work? :-P >Keep up the good work. > >-- > >Fester >
Thanks, Fester :-) No, the odometer was disconnected to keep the value of the simulated cars from depreciating as the race continues. Don't tell anyone :-) Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
>Hehe, I see you have already managed to get a texture in. ;-) > >Good luck! Like the tire marks! :) > > Who, me? The yellow stripe and red car? That's not from your Ferrari, really, honest 0;-) I put a picture of a Hooter's girl on the hood once. Makes it too hard to drive though! lol Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
Yes indeed!! A Well Done.. :) "J. Todd Wasson" wrote: | Thanks :-) | >Tis looking nice :) --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.265 / Virus Database: 137 - Release Date: 7/18/2001
YummmmmmmmY.. Hooters :) "J. Todd Wasson" wrote: | Who, me? The yellow stripe and red car? That's not from your Ferrari, | really, honest 0;-) | | I put a picture of a Hooter's girl on the hood once. Makes it too hardto
Quoted text (7 lines)| drive though! lol | Todd Wasson | --- | Performance Simulations | Drag Racing and Top Speed Prediction | Software | http://PerformanceSimulations.Com
--- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.265 / Virus Database: 137 - Release Date: 7/18/2001
> A couple of you wanted to see some screenshots from my race sim project. I have a question about the suspension geometry which is clearly visible in some of the shots, how would you be calculating your wishbones? Are you using constraints or some other ( string / mirrors maybe :-) ) method? Colin P.s. 'Tis looking good, and I say this from the point of view that the physics are clearly visible in the shots ( if that is possible :-) )
"J. Todd Wasson" <[email hidden]> wrote in message news:[email hidden]... > It sure looks like it. I've tried it every which way and it alwaysseems to > have a seam (seams to have a seem?) Part of my difficulty is I've made a > little track editor that generates all the triangles automatically basedon > inputs like track width and corner radius, etc.. So it's tricky making itwork > the same way as the graphics part. Any suggestions? Is it probably justa > couple numbers flipped around somewhere? Nice work Todd, I'm looking forward to testing your first beta release :0) As for your texture problem, if you assume the texture U axis is "the width of the road" and the V axis is "the road centreline" then I think you have the U coords the wrong way around for the "second" triangle in each triangle pair.... Cheers Jim
"Jim Seamus" <[email hidden]> wrote in message news:uUYe7.3366$[email hidden]... > As for your texture problem, if you assume the texture U axis is "thewidth > of the road" and the V axis is "the road centreline" then I think you have > the U coords the wrong way around for the "second" triangle in eachtriangle > pair.... Hmm I take that back, looking at the "F1 doughnut" picture it's more complicated than that. I suggest you paste writing over your texture and then fiddle with your track generator code until the writing lines up as it's supposed to. Hope that helps Jim
Quoted text (9 lines)>Nice work Todd, I'm looking forward to testing your first beta release :0) > >As for your texture problem, if you assume the texture U axis is "the width >of the road" and the V axis is "the road centreline" then I think you have >the U coords the wrong way around for the "second" triangle in each triangle >pair.... > >Cheers >Jim
Ok, thanks. I didn't spend too much time on that because I really didn't know if the textures I have would ever show up seemless like they do in other sims. I'm new to this 3-D stuff :-) Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
>Hmm I take that back, looking at the "F1 doughnut" picture it's more >complicated than that. I suggest you paste writing over your texture and >then fiddle with your track generator code until the writing lines up as >it's supposed to. Doh! Ok. Good idea on the text, never thought of that. Thanks, Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
>I have a question about the suspension geometry which is clearly >visible in some of the shots, how would you be calculating your >wishbones? Are you using constraints or some other ( string / mirrors >maybe :-) ) method? > Not using constraints... Sorry, top secret info :-) >P.s. 'Tis looking good, and I say this from the point of view that the >physics are clearly visible in the shots ( if that is possible :-) ) > > Thanks, there's still more suspension stuff to do, then it's back into the tire modelling. It's a really simple model right now, but don't think most folks could tell by the way it drives. Todd Wasson --- Performance Simulations Drag Racing and Top Speed Prediction Software http://PerformanceSimulations.Com
On 16 Aug 2001 22:33:07 GMT, [email hidden] (J. Todd Wasson) wrote: >>Hehe, I see you have already managed to get a texture in. ;-) >> >>Good luck! Like the tire marks! :) > > Who, me? The yellow stripe and red car? That's not from your Ferrari, >really, honest 0;-) Aha, yeah sure. ;-) > I put a picture of a Hooter's girl on the hood once. Makes it too hard to >drive though! lol But perhaps more fun than good physics! :) Good physique or good physics, hmm. ;-) Ruud van Gaal, GPL Rank +53.25 Pencil art : http://www.marketgraph.nl/gallery/ Free car sim : http://www.marketgraph.nl/gallery/racer/

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy