rec.autos.simulators

Simulator game engine

Todd

Simulator game engine

by Todd » Tue, 03 Mar 1998 04:00:00

Reading through this news groups I constantly see "wish lists". Nascar3 and
GP3 wont's and ideas as well as particular racing sims , drag racing, sprint
cars ect ect. The fact of the matter is that there are hundreds of different
types of racing and hundreds of features that can be included and there
simply isn't enough race sim companies out there to supply every type with
every feature.
 My wish is for a company ( My ideal would be Papyrus ) to create a
Simulator engine that can be manipulated similar to that of the Quake
engine. Surely this would have to be to everyone's advantage including the
creator, as one of id software's best money spinners is the licensing of
their engine to other games companies.
 With a racing sim of this type, anything would be possible. Third party
creators such as you and me could create our wishes instead of wish lists.
If you desire to race Trucks, carts, f1, lawnmowers or billy carts down a
big hill then it would be achievable.
 With the success of id, a very small company of less than a dozen staff it
amazes me that no one else has taken their lead. The main reason why Quake
sold so well was not because of the game, but the things that happened to
the game after it was released.
 I can also see no reason why a racing simulator can not use an ip/tcp baced
dedicated server. A server running continually with races starting every
hour on the hour as an example. Nearly every local ISP is running a Quake
server for their customers where they can play with very low ping times for
those who are not able to access places like TEN.
 Just a thought
 Todd.

KREVH TADE

Simulator game engine

by KREVH TADE » Wed, 04 Mar 1998 04:00:00

Hi,


> Reading through this news groups I constantly see "wish lists". Nascar3 and
> GP3 wont's and ideas as well as particular racing sims , drag racing,
sprint
> cars ect ect. The fact of the matter is that there are hundreds of different
> types of racing and hundreds of features that can be included and there
> simply isn't enough race sim companies out there to supply every type with
> every feature.
>  My wish is for a company ( My ideal would be Papyrus ) to create a
> Simulator engine that can be manipulated similar to that of the Quake
> engine. Surely this would have to be to everyone's advantage including the
> creator, as one of id software's best money spinners is the licensing of
> their engine to other games companies.

As I've heard, there is already one such engine available. It's a 10
years work I head. I support every little detial o simulation that one
could want (simulating rear wheel drive, front wheel drive, 4x4 drive,
wing settings, dampers, camber, ARB's, springs, load transfer, manual,
auto gearbox, adjustable revs/torque, .....)
I have the list of all the options, but not on this computer :(
I heard the engine is actually used by some racing teams in USA (but
don't come over me here, that's just what I heard) :)

I also heard of the prize, it's about $30.000 for the licence. I guess
that's not much for software companies. And there are so much options
available with this game engine (CART, F1, go-karts, F3, F3000, off-road,
former ITC, ....). But I guess no-body on the earth is interested in
developing it further into final projects, too bad :(

I heard FIA is terrified of on-line racing, so I guess you wouldn't get a
licence for the game the runs over tcp/ip. But I hope this will change soon.
But there is still an option to make the game run over IPX network and
then using Kali to make it run over Internet :))

Regards,

Tadej Krevh

Todd

Simulator game engine

by Todd » Thu, 05 Mar 1998 04:00:00


>I heard FIA is terrified of on-line racing, so I guess you wouldn't get a
>licence for the game the runs over tcp/ip. But I hope this will change
soon.
>But there is still an option to make the game run over IPX network and
>then using Kali to make it run over Internet :))

>Regards,

>Tadej Krevh

The problem with using Kali or The zone ect for racing is that the server
for the game is usually a person on a modem connection. Games use a large
amount of bandwidth to work (In the case of Quake, it basically maxes out a
28800 modem using about 10 mb per hour), therefore all the information
passing from all the players has to pass through 1 modem to get to the
server. This means that even on a local ISP any more than 3 or 4 players is
almost unplayable. With a dedicated server it would be like the Host player
is on the backbone of the internet and is free of these modem restrictions
therefore far more people could be included in multiplayer racing.
 Todd

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