> > 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
==============================================================================