rec.autos.simulators

My car sim project...

Pat Dotso

My car sim project...

by Pat Dotso » Tue, 25 Jan 2000 04:00:00

Regardless of how the final 3d objects are coded,
at the front end they should be built with tools
that can export a common CAD-type file.
Something like IGES or DXF, that can be read
and exported by Autocad, 3D Studio, or any
other CAD program.  This would go for all
cars, tracks, and trackside objects.

When it comes time to build some 3D models of
cars and things, I should be able to help a lot.

--
Pat Dotson
IMPACT Motorsports
http://www.racesimcentral.net/

Matthew V. Jessic

My car sim project...

by Matthew V. Jessic » Wed, 26 Jan 2000 04:00:00


> Hi Remco,


> > I wouldn't bother with AI, but concentrate on online play....just MO.

> I agree 100%  The AI thoughts just got me started :)  One thing about
> online play and warping would be to have an AI that would drive like you
> do to make up for the loss of packets.

I don't think I'd model an AI after Remco.
If they were too fast they might ruin one of
the reasons for online racing ;)

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Matthew V. Jessic

My car sim project...

by Matthew V. Jessic » Wed, 26 Jan 2000 04:00:00


> So, let's start a "free racing" project. I can contribute with the
> physical models (I'm an engineer working with communication satellites
> dynamics, so I can handle the models part).

Speaking as a former orbit mechanic, you are starting down a
slippery slope! :)

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Matthew V. Jessic

My car sim project...

by Matthew V. Jessic » Wed, 26 Jan 2000 04:00:00


> I really don't have all the physics knowledge, but I have a basic graphics engine
> and the desire to build a car model.  With an open source project like this, once
> the foundation is there I'm sure people who know the physics will contribute.
> Understand that table driven routines may have to be used for certain objects until
> we get desktop Crays :-)

Please understand that in real high powered engineering modeling work,
one uses a lot of tables. Tables aren't bad. (Let's say that again ;)
Tables aren't bad. (It just depends what the tables are about ;)
It might take the aerodynamicist a month to summarize weeks of
aero simulation runs into 20-400 tables to describe the vehicle's
behavior over a (hopefully) fairly comprehensive set of conditions.

But none of his runs use high fidelity in _everything_, just in aero.
For instance, he'll "trim" the vehicle and maybe guess at
the control surface moments to do that. But he'll use a constant
CG location. By the time he's done, the size of the vehicle
will have changed. He doesn't know yet that the force
required is beyond the machines capacity.
That's the flight control groups simulation.

Each little group has it's own major interest. Each simulation
in turn concentrates on and tests different things. They take
the "summary" analysis (expressed in tables, etc.) of the
other groups and add their own area of high fidelity to the mix.

So by the time you get aero, mass properties, trajectories,
flight control gains, etc., etc., all working in a realtime simulation
to, for instance, test the flight computer, almost every subsystem
is modeled heavily using tables of results at their core.

Tire models may use analytic equations rather than tables,
but those equations are just fits to tables of spotty experimental
values and probably extrapolate pretty far afield from the data
anyway. ;)

Tables are good, tables are cool.
So build up some fast table look up (TLU) routines
for your sim! :)

--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

Ole-Martin M?

My car sim project...

by Ole-Martin M? » Wed, 26 Jan 2000 04:00:00

What about using neural network for the AI?
That way the AI will learn the tracks to know just like a normal
player, and it will interact with others just like the players.

Even though I don't know any C++, I know a god deal about java and I'm
willing to contribute with some NN code. Using java for the
multiplayer code is a good idea as well. Q3 does.(I think...)

--
Ole-Martin
http://frodo.hiof.no/~olemmork/
"The universe either had a beginning or it did not" - Edwin A. Abbot

Steve Ferguso

My car sim project...

by Steve Ferguso » Wed, 26 Jan 2000 04:00:00

: What about using neural network for the AI?
: That way the AI will learn the tracks to know just like a normal
: player, and it will interact with others just like the players.

Didn't SODA learn the tracks created by the player?  Sometimes it took a
long time on a slow computer, but I thought this was a tidy bit of
programming.

Stephen

Jason Mond

My car sim project...

by Jason Mond » Wed, 26 Jan 2000 04:00:00

Hi,


> What about using neural network for the AI?
> That way the AI will learn the tracks to know just like a normal
> player, and it will interact with others just like the players.

> Even though I don't know any C++, I know a god deal about java and I'm
> willing to contribute with some NN code.

I put you on the contact list.  Thanks.

I downloaded the java.sun.com SDK and it looks powerful in the graphics
area :-)  I'm not sure how fast it is though.  What is your opinion on
speed with Java or Borland C++ or Linux G++?

I don't know what Q3 uses, I'm a Tribes player :-)

Jason

--
Jason Monds
http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups
http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club
(Please remove 'no extra spork' when replying)

Jason Mond

My car sim project...

by Jason Mond » Wed, 26 Jan 2000 04:00:00

Hi Matthew,

I don't think this project will put you out of business ;-)  It will give
those who participate a place to use some of these ideas that we always
thought about but never started :-D  It's is the year 2000 after all, time
for a change :-)

Jason.



> > So, let's start a "free racing" project. I can contribute with the
> > physical models (I'm an engineer working with communication satellites
> > dynamics, so I can handle the models part).

> Speaking as a former orbit mechanic, you are starting down a
> slippery slope! :)

> --
> Matthew V. Jessick         Motorsims

> Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

--
Jason Monds
http://members.home.net/gpl.mondsj/gpl - For my combined gas/brake setups
http://members.home.net/stuff.mondsj/n3prc - Nascar3 Pro Racing Club
(Please remove 'no extra spork' when replying)
Peter Ive

My car sim project...

by Peter Ive » Wed, 26 Jan 2000 04:00:00



Wouldn't that be great!  Someone comes up with a new track.  You install
it on your system and then, while you're trying to figure out the best
line, speed etc you find the AI drivers out there doing the same.  Can't
see it happening like this, but it would be nice. :-)
--
Peter Ives - (AKA Ivington)

No person's opinions can be said to be
more correct than another's, because each is
the sole judge of his or her own experience.

Matthew V. Jessic

My car sim project...

by Matthew V. Jessic » Thu, 27 Jan 2000 04:00:00

Hehe, I was more concerned with someone starting down a path
that might end with their hobby as their career. ;)
--
Matthew V. Jessick         Motorsims

Vehicle Dynamics Engineer  (972)910-8866 Ext.125, Fax: (972)910-8216

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