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
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.
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.ComI 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:
Love the detailed instrumentation! Does the odometer really work? :-P
Keep up the good work.
--
Fester
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.htmTis 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.ComOn 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 >>I wish I had the talent :)
>
>PC
>
Thanks, Parke :-)
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!
>
Thanks, Matt :-)
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 :)
---
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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
---
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Quoted text (7 lines)
| drive though! lol | Todd Wasson | --- | Performance Simulations | Drag Racing and Top Speed Prediction | Software | http://PerformanceSimulations.Com> 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>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/


































