With simplified physics its very possible.
I can't tell you much, but i worked on V-Rally 2 and NFS5 psx.
If i compare their physics with GPL, i would say, we don't have toe-in/out
settings on wheels, less complex differential and relieved body inertia.
Imagine you make a GPL simplified physics, simplified tire grip, simplify
suspension, etc...
So you only need 1 developper and 6month to have your real driving AI.
That the time i spent on real driving AI on V-Rally 2 and NFS5 PSX plus cops and
traffic cars.
Maybe it's possible maybe not, i beleive it is.
And if it's sound to complex maybe they could just calculate the real collisions
between the car, i can't stand see an GPL AI push me, then i go into spin, and
the AI don't even slide !!!
> No sim can possibly afford to use the same physics model for the AI cars as
> for the player. And if they could, writing AI code that could cope with
> realistic physics would take a 100 programmer team fifty years to code.
> Imagine trying to write an AI routine to drive GPL!!! <shudder> :)
> All AI opponents in all racing sims are to a large extent running on
> "rails". It is more noticeable in GPL because of the extreme driving style.
> GP2 also used a similar system, and presumably so will GP3. The trick is to
> make is "look" real.
> The main problem I have with the GPL AI is when they hit me in braking
> zones. :)
regards,
--
Sebastien Tixier
Susuki 650 SVS - No Driving Licence yet
(MagicFr) GPLRank handicap -17.05
Game Developper
personal : http://magicfr.multimania.com
company : http://www.eden-studios.fr