rec.autos.simulators

Physics - Simulation World Scaling to Sim scale.

Steve Hovelro

Physics - Simulation World Scaling to Sim scale.

by Steve Hovelro » Sat, 11 May 2002 08:19:33

Another question for the gurus...

In most Sim I've seen you translate the cars velocity vectors in the
Worldspace velocity vectors (or some such thing). Then these World
velocity vectors get added to positional co-ordinates.

    car_world_pos += car_world_velocity * delta_t;

Now is it ok to scale your Sim by doing this....

    scale_factor = 10; //(depends on size of model)
    car_world_pos += car_world_velocity * delta_t * scale_factor;

It's only the "Position" I scale nothing else, it seems to work ok,
but it appears that the scale_factor value has to match the car model
size. In my case, scale_factor = 20 to match my model size. (I'm using
A4 Game_Studio & there are min/max limits on sizes of things.)

J. Todd Wass

Physics - Simulation World Scaling to Sim scale.

by J. Todd Wass » Sat, 11 May 2002 08:24:46

I can't think of a reason off the top of my head why this wouldn't work just
fine....?

Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm

Steve Hovelro

Physics - Simulation World Scaling to Sim scale.

by Steve Hovelro » Sat, 11 May 2002 15:01:36


Thanks Todd, I hoped as much but was unsure if the rotations needed any adjusting...

Al Duke

Physics - Simulation World Scaling to Sim scale.

by Al Duke » Sun, 12 May 2002 00:14:17

That should be fine - works in my sim :)

Al


Ruud van Ga

Physics - Simulation World Scaling to Sim scale.

by Ruud van Ga » Sun, 12 May 2002 02:28:20



It's probably better to try and scale your model (if A4 Game_Studio is
a modeling package). If you program a sim, keeping units to something
you can relate to is quite important, although mathematically it
shouldn't make a difference.

That's why US people stick to pounds, and here in Europe we stick to
kilograms.
And that's why with the new Euro everybody here spends too much money
(it's worth more than twice as much as the old guilder, but doesn't
feel like that). ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Joe6

Physics - Simulation World Scaling to Sim scale.

by Joe6 » Sun, 12 May 2002 05:30:13



I agree. It definitely makes a difference in world construction,
especially if you ever plan to have more than 1 artist on the project.
The cost in iteration, communication, and wasted work is enormous if
you don't use a standard scale.

Steve Hovelro

Physics - Simulation World Scaling to Sim scale.

by Steve Hovelro » Tue, 14 May 2002 07:31:08




> >It's probably better to try and scale your model (if A4 Game_Studio is
> >a modeling package). If you program a sim, keeping units to something
> >you can relate to is quite important, although mathematically it
> >shouldn't make a difference.

> I agree. It definitely makes a difference in world construction,
> especially if you ever plan to have more than 1 artist on the project.
> The cost in iteration, communication, and wasted work is enormous if
> you don't use a standard scale.

The problem is that with GameStudio there is a maximum limit on the
world size, so to make the world appear bigger, you make the car
smaller.

How small??

Well, I try to figure out what the smallest object in my world will
be, create it the smallest I can , then scale everything from here. As
I'm the only one doing the project, it's just me who has to worry
about the size of things. I agree it would be nice to have things
real-type-scale but maybe next time...

Aussies of my era are fully conversant with both metric & imperial
measurements but who wouldn't love metric ;) .

Ruud van Ga

Physics - Simulation World Scaling to Sim scale.

by Ruud van Ga » Tue, 14 May 2002 19:58:37






>> >It's probably better to try and scale your model (if A4 Game_Studio is
>> >a modeling package). If you program a sim, keeping units to something
>> >you can relate to is quite important, although mathematically it
>> >shouldn't make a difference.

>> I agree. It definitely makes a difference in world construction,
>> especially if you ever plan to have more than 1 artist on the project.
>> The cost in iteration, communication, and wasted work is enormous if
>> you don't use a standard scale.

>The problem is that with GameStudio there is a maximum limit on the
>world size, so to make the world appear bigger, you make the car
>smaller.

>How small??

>Well, I try to figure out what the smallest object in my world will
>be, create it the smallest I can , then scale everything from here.

I'd stick to scalings of 10, 100 etc, so you can easily chuck the
comma around to get at real readings. Using other scales only makes it
worse; like going from pounds to N, you quickly scale the wrong way
without knowing. :)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Ruud van Ga

Physics - Simulation World Scaling to Sim scale.

by Ruud van Ga » Tue, 14 May 2002 20:00:01


...

As an interesting side-note; Quake3 still uses funny units. (in the
MD3 format for example). A remainder from Doom, or even Castle
Wolfenstein (the old one), where fixed point ruled.
Too bad it's still in there, because it is really is something you
want to abstract yourself from. Enough trouble apart from units.

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Joe6

Physics - Simulation World Scaling to Sim scale.

by Joe6 » Wed, 15 May 2002 03:17:10



>Well, I try to figure out what the smallest object in my world will
>be, create it the smallest I can , then scale everything from here. As
>I'm the only one doing the project, it's just me who has to worry
>about the size of things. I agree it would be nice to have things
>real-type-scale but maybe next time...

It's more important to have STANDARD sizes than REAL sizes. In other
words, there's nothing wrong with a rule that says "In this world 1 cm
= 1 meter in the real world". An artist can easily figure out how they
are suppoosed to build things. At least, they can as long as their not
in some backwards, Luddite country that uses the Imperial measurement
system!

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