rec.autos.simulators

Rally Masters movies

Steve Ferguso

Rally Masters movies

by Steve Ferguso » Mon, 29 Nov 1999 04:00:00

These look promising, but I suppose looks aren't everything.  Still, the
sounds are right. I played RM2.mpg (the in-car view), then I played an
mpeg of Frank Sprongl floggin an Audi S2 in the snow.  Back to back, the
two movies had the same feel.  The terrain may be a bit sparse in Rally
Masters, but I definitely am looking forward to giving it a try.  The
suspension modelling looks quite nice (watch the Audi S1 jumping) and the
rolls and flips don't look overdone (the sequence of the Stratos clipping
the edge of the road with its outside tire and being thrown is very
convincing).  but, a movie is just a movie.

Stephen

Johan Foedere

Rally Masters movies

by Johan Foedere » Mon, 29 Nov 1999 04:00:00

Is this movie on the web? If so, could you post the link?

Thanks,
Johan.


> These look promising, but I suppose looks aren't everything.  Still, the
> sounds are right. I played RM2.mpg (the in-car view), then I played an
> mpeg of Frank Sprongl floggin an Audi S2 in the snow.  Back to back, the
> two movies had the same feel.  The terrain may be a bit sparse in Rally
> Masters, but I definitely am looking forward to giving it a try.  The
> suspension modelling looks quite nice (watch the Audi S1 jumping) and the
> rolls and flips don't look overdone (the sequence of the Stratos clipping
> the edge of the road with its outside tire and being thrown is very
> convincing).  but, a movie is just a movie.

> Stephen

Steve Ferguso

Rally Masters movies

by Steve Ferguso » Tue, 30 Nov 1999 04:00:00

: Is this movie on the web? If so, could you post the link?

: Thanks,
: Johan.

www.simracingnews.com

:>
:> These look promising, but I suppose looks aren't everything.  Still, the
:> sounds are right. I played RM2.mpg (the in-car view), then I played an
:> mpeg of Frank Sprongl floggin an Audi S2 in the snow.  Back to back, the
:> two movies had the same feel.  The terrain may be a bit sparse in Rally
:> Masters, but I definitely am looking forward to giving it a try.  The
:> suspension modelling looks quite nice (watch the Audi S1 jumping) and the
:> rolls and flips don't look overdone (the sequence of the Stratos clipping
:> the edge of the road with its outside tire and being thrown is very
:> convincing).  but, a movie is just a movie.
:>
:> Stephen

Mauritz Lindqvis

Rally Masters movies

by Mauritz Lindqvis » Tue, 30 Nov 1999 04:00:00



Yes, it will be interesting to see how this rally game will be when it is
finished. The videos looks very good and the way the wheels and chassis
behaves reminds me a bit of GPL. The incar views also looks sweet. But only
looking at the videos bases that opinion.

The sound seems to be very good and accurate. I do specially like the sounds
from the incar scene with the two Toyotas chasing each other's. I have been
driving rally for real a few years and this is the first time I hear sounds
from a rally game that actually sounds as the real thing.

But in the crash sequences it looks like as if the cars are going through
syrup. But this is a problem most of the rally games have today. Compare the
high speed Stratos RM crash with this crash made Gilles Panizzi so do you
see what I mean. A very small mistake in rally often ends up with a major
accident.

(1,0mb)
http://home.worldcom.ch/~rarnould/image/panizzi1.avi

Slow motion (1,5mb)
http://home.worldcom.ch/~rarnould/image/panizzi2.avi

/M Lindqvist

ymenar

Rally Masters movies

by ymenar » Wed, 01 Dec 1999 04:00:00


I've only seen one computer model that can bring you something like you
think and it's the pod crashes sequences in STAR WARS : Episode 1 - The
Phantom Menace.  We are clearly not advanced enough in processor power or
game engine physics to accurately model the momentum effects of the cars.

You would first of all need a game engine that models the actual 3d polygons
in the game engine itself and working in the virtual world using real-life
physics.  So the polygons should deform accurately within the game engine.
When you plow a tree, the body would deform itself the correct way, not just
the canned effect that 100% of the game engines do today.  And it would
deform itself differently depending on the shape of the car, it's internal
(and 3d modeled) chassis, the velocity and momentum, the rigidity of the
pieces, etc...

I expect that in 5years ;)

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...

"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."

Sebastien Tixie

Rally Masters movies

by Sebastien Tixie » Wed, 01 Dec 1999 04:00:00



> > But in the crash sequences it looks like as if the cars are going through
> > syrup. But this is a problem most of the rally games have today. Compare
> the
> > high speed Stratos RM crash with this crash made Gilles Panizzi so do you
> > see what I mean. A very small mistake in rally often ends up with a major
> > accident.

> I've only seen one computer model that can bring you something like you
> think and it's the pod crashes sequences in STAR WARS : Episode 1 - The
> Phantom Menace.  We are clearly not advanced enough in processor power or
> game engine physics to accurately model the momentum effects of the cars.

> You would first of all need a game engine that models the actual 3d polygons
> in the game engine itself and working in the virtual world using real-life
> physics.  So the polygons should deform accurately within the game engine.
> When you plow a tree, the body would deform itself the correct way, not just
> the canned effect that 100% of the game engines do today.  And it would
> deform itself differently depending on the shape of the car, it's internal
> (and 3d modeled) chassis, the velocity and momentum, the rigidity of the
> pieces, etc...

> I expect that in 5years ;)

5 years, you are really pessimistic !

witch the GeForce-like 3d cards, we now can increase by 3 the number of
polygons in models. And CPU is relieve of this job, that extrat CPU could
be use for improved damage/physics engine.

okey we can't already apply physcis on all vertives of the meshe, but
the increase of cpu's powers is so great.

the engine exists already ( i have coded one with particul system ), so
i think lots of game developer have their own ( i spend my time in
coding sometime :o) ).

--
==============================================================================
Sebastien Tixier - Game Developer

http://www.eden-studios.fr
http://www.vrally.com
http://www.multimania.com/hclyon
==============================================================================

Dave Henri

Rally Masters movies

by Dave Henri » Wed, 01 Dec 1999 04:00:00

  Wasn't that what the Trans Am project was supposed to be?   Seems like
that
was very close to what the developers were claiming.  But Since all we
got out of
that project was the Dukes of Hazzard, I guess we'll never know.
dave henrie
Mauritz Lindqvis

Rally Masters movies

by Mauritz Lindqvis » Wed, 01 Dec 1999 04:00:00




> > But in the crash sequences it looks like as if the cars are going
through
> > syrup. But this is a problem most of the rally games have today. Compare
> the
> > high speed Stratos RM crash with this crash made Gilles Panizzi so do
you
> > see what I mean. A very small mistake in rally often ends up with a
major
> > accident.

> I've only seen one computer model that can bring you something like you
> think and it's the pod crashes sequences in STAR WARS : The
> Phantom Menace.  We are clearly not advanced enough in processor power or
> game engine physics to accurately model the momentum effects of the cars.

Hmm, I must download a demo (if there is any) of Episode 1 - The Phantom
Menace and take a look at those pod crashes.

I haven't played Carmageddon 2 for over a year, but I think that game does a
very good job with car crashes. It is a bit overdone in C2, but you can
figuratively talking wrap the car around a light pole with correct polygon
deformation and convincing physics.

Today it seems as if the processor power is only enough to simulate one
feature true in a racing games GPL has its physics/car handling, Carmageddon
2 has good car deformation and the NFS series have always been having good
graphics for its time. With faster processors will a company like Papyrus be
able to put more effort in other areas too, without a major slowdown in the
gameplay.

I am still rather young and 5 years is no time waiting for a good racing
simulator. ;)

/M Lindqvist

ymenar

Rally Masters movies

by ymenar » Wed, 01 Dec 1999 04:00:00


no no.. not the game but the actual movie ;)

The time it will take for the *** industry to reach that level (or the
level of any sophisticated engines that they use at the car manufactures to
test the real production cars in an virtual environment) is a little too big
at the moment for that.

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...

"People think it must be fun to be a super genius, but they don't realise
how hard it is to put up with all the idiots in the world."


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