rec.autos.simulators

Todd's sim screenshots

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Fri, 17 Aug 2001 14:38:13

  Hi everybody,

  A couple of you wanted to see some screenshots from my race sim project.  The
base OpenGL graphics engine only took about 3 days to get and running, then
longer of course to decide on textures and make a couple cars, get the physics
engine plugged in, etc..  Right now, this is just what I use to develop the
physics for an RC car racing game that'll be a free download for everybody
(whenever we finish ;-))  After that, work will continue on this.  Perhaps I
can "borrow" some of Ruud's cars!  

http://www.racesimcentral.net/

  FWIW,
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://www.racesimcentral.net/

Matt Lanze

Todd's sim screenshots

by Matt Lanze » Fri, 17 Aug 2001 21:07:38

Pretty cool... Wish I had it in me to do somethin' like that!

Warlock!


>   Hi everybody,

>   A couple of you wanted to see some screenshots from my race sim project.  The
> base OpenGL graphics engine only took about 3 days to get and running, then
> longer of course to decide on textures and make a couple cars, get the physics
> engine plugged in, etc..  Right now, this is just what I use to develop the
> physics for an RC car racing game that'll be a free download for everybody
> (whenever we finish ;-))  After that, work will continue on this.  Perhaps I
> can "borrow" some of Ruud's cars!

> http://performancesimulations.com/scnshot2.htm

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

Parke Cochra

Todd's sim screenshots

by Parke Cochra » Fri, 17 Aug 2001 21:09:52

I wish I had the talent :)

PC



Uncle Feste

Todd's sim screenshots

by Uncle Feste » Fri, 17 Aug 2001 21:42:07


>   Hi everybody,

>   A couple of you wanted to see some screenshots from my race sim project.  The
> base OpenGL graphics engine only took about 3 days to get and running, then
> longer of course to decide on textures and make a couple cars, get the physics
> engine plugged in, etc..  Right now, this is just what I use to develop the
> physics for an RC car racing game that'll be a free download for everybody
> (whenever we finish ;-))  After that, work will continue on this.  Perhaps I
> can "borrow" some of Ruud's cars!

> http://performancesimulations.com/scnshot2.htm

Love the detailed instrumentation!  Does the odometer really work? :-P
Keep up the good work.

--

Fester

Simon Brow

Todd's sim screenshots

by Simon Brow » Fri, 17 Aug 2001 21:59:08

Tis looking nice :)

How do you mean 'plugged-in', have you purchased a 3rd-party physics engine?
Just curious.

(btw looks like your tex coords are in the wrong order on the second tri of
each track section)



Ruud van Ga

Todd's sim screenshots

by Ruud van Ga » Sat, 18 Aug 2001 03:15:20

On Thu, 16 Aug 2001 07:07:38 -0500, Matt Lanzer


>> engine plugged in, etc..  Right now, this is just what I use to develop the
>> physics for an RC car racing game that'll be a free download for everybody
>> (whenever we finish ;-))  After that, work will continue on this.  Perhaps I
>> can "borrow" some of Ruud's cars!

Hehe, I see you have already managed to get a texture in. ;-)

Good luck! Like the tire marks! :)

Ruud van Gaal, GPL Rank +53.25
Pencil art    : http://www.marketgraph.nl/gallery/
Free car sim  : http://www.marketgraph.nl/gallery/racer/

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Sat, 18 Aug 2001 07:28:30

Thanks :-)  

  No, my physics engine IS a 3rd-party engine :-)  

  >

  It sure looks like it.  I've tried it every which way and it always seems to
have a seam (seams to have a seem?)  Part of my difficulty is I've made a
little track editor that generates all the triangles automatically based on
inputs like track width and corner radius, etc..  So it's tricky making it work
the same way as the graphics part.  Any suggestions?  Is it probably just a
couple numbers flipped around somewhere?

  Thanks,

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

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Sat, 18 Aug 2001 07:30:35

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

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Sat, 18 Aug 2001 07:30:03

  Thanks, Fester :-)  No, the odometer was disconnected to keep the value of
the simulated cars from depreciating as the race continues.  Don't tell anyone
:-)

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

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Sat, 18 Aug 2001 07:31:14

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

J. Todd Wass

Todd's sim screenshots

by J. Todd Wass » Sat, 18 Aug 2001 07:33:07

  Who, me?  The yellow stripe and red car?  That's not from your Ferrari,
really, honest 0;-)

  I put a picture of a Hooter's girl on the hood once.  Makes it too hard to
drive though!  lol  
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com

Thom j

Todd's sim screenshots

by Thom j » Sat, 18 Aug 2001 07:35:29

Yes indeed!! A Well Done.. :)

| Thanks :-)

| >Tis looking nice :)

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Thom j

Todd's sim screenshots

by Thom j » Sat, 18 Aug 2001 07:37:45

YummmmmmmmY.. Hooters :)

|   Who, me?  The yellow stripe and red car?  That's not from your Ferrari,
| really, honest 0;-)
|
|   I put a picture of a Hooter's girl on the hood once.  Makes it too hard
to
| drive though!  lol
| Todd Wasson
| ---
| Performance Simulations
| Drag Racing and Top Speed Prediction
| Software
| http://PerformanceSimulations.Com

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Colin Re

Todd's sim screenshots

by Colin Re » Sat, 18 Aug 2001 08:16:39

I have a question about the suspension geometry which is clearly
visible in some of the shots, how would you be calculating your
wishbones? Are you using constraints or some other ( string / mirrors
maybe :-) ) method?

Colin

P.s. 'Tis looking good, and I say this from the point of view that the
physics are clearly visible in the shots ( if that is possible :-) )

Jim Seamu

Todd's sim screenshots

by Jim Seamu » Sat, 18 Aug 2001 08:45:56



Nice work Todd, I'm looking forward to testing your first beta release :0)

As for your texture problem, if you assume the texture U axis is "the width
of the road" and the V axis is "the road centreline" then I think you have
the U coords the wrong way around for the "second" triangle in each triangle
pair....

Cheers
Jim


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