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Rec.Autos.Simulators Archive

GPL ghost cars

6 posts by 5 people · 25 Nov 1998 - 25 Nov 1998

MeatWater 25 Nov 1998#436417
Johan, this is NOT a place for binaries! By the way, this happens quite often. Have a look at this, there couldn't be a better example: [link lost in import: /***er/weird.zip]
Bart Westra 25 Nov 1998#436418
My guess is that collision detection is done for the local car only. The local _predictions_ of the remote cars are involved only if they collide with the local car. Two remote cars can be in the same place. You can also see remote cars move through objects (due to prediction errors). If you'd watch the replays made on the machines of the cars involved, you would get a different story. Am I right in thinking that you hosted this race? Most of the time, clients only see one car behind and four in front. Only if one of the two cars just passed the other one would you see two cars behind you for a short while (less than half a second). Bart >Hi all, >Yesterday I was doing a pro short race at Watkins Glen and during the race I
Quoted text (9 lines)>saw something happening in my mirrors. After the race I checked the replay >and saw that Irwin's car drove right THROUGH the car of Siffert! I was >really surprised by this, since the collision calculation seemed to be so >accurate. I wonder how this was possible. Does anyone dare to guess? >I attached a short piece of replay to this post, so you can see for >yourself. It's best viewed in chase view from Irwins car. >// Johan
mike malone 25 Nov 1998#436419
GPL AI cars do not have full time collision detection. This is not a bug--it is an intentional implementation decision that was made for two reasons: performance & AI longevity.
phil 25 Nov 1998#436420
perhaps the ai only determines collisions of cars, say, 4 cars in front and 1 or 2 behind?
Quoted text (12 lines)>> GPL AI cars do not have full time collision detection. This is not a >> bug--it is an intentional implementation decision that was made for two >> reasons: performance & AI longevity. >Interesting. When is AI collision detection enabled? I know I've seen >crashes with the AI when, believe it or not, I wasn't involved, although >I was nearby. At the start of a race at Spa, Surtees and Rodriguez >locked wheels and took out two other AI cars. >Thanks, >Dave Ewing
mike malone 25 Nov 1998#436421
Very roughly: when they feel they have lost control; when mechanical problems have occurred; when they leave the primary racing surface (might or might not be fully off track). It doesn't matter where they are in relation to player car (they could be on opposite side of track), except that, as you probably know, not only is the player car always collision enabled, it can "bless" nearby AI cars to become temporarily collision enabled with each other. Inability to brake quickly enough (a common problem for Irwin, e.g., depending on the game settings and randomization) is not a loss of control situation as far as AI is concerned (for longevity reasons, as mentioned) so the ghosting occurs.
David Ewing 25 Nov 1998#436422
> GPL AI cars do not have full time collision detection. This is not a > bug--it is an intentional implementation decision that was made for two > reasons: performance & AI longevity. Interesting. When is AI collision detection enabled? I know I've seen crashes with the AI when, believe it or not, I wasn't involved, although I was nearby. At the start of a race at Spa, Surtees and Rodriguez locked wheels and took out two other AI cars. Thanks, Dave Ewing

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