rec.autos.simulators

Car physics; GPL differentials

J. Todd Wass

Car physics; GPL differentials

by J. Todd Wass » Wed, 24 Oct 2001 06:29:40

  Probably.  That'll help you a lot, I'm sure :-)  $#%!!%!

  I'm a long way from anything that actually looks realistic.  I'm still trying
to do a decent "cartoon mode" right now ;-)  Although somebody from your forum
has been sending me pics of his cars for a game he wants help writing (spelled:
I write it, he supplies the models ;-))  Maybe someday....

 Whoops, about 3 minutes after I wrote that, he popped in and said hi :-)
Hooray!  Thought I got kicked out of the club or something for a minute there
;-)  lol

  Ok, cool.  Actually, PowerBasic is a lot closer to C than anything else, so
the C headers might be workable....  Thanks for the tip, will check it out.

  Nope.  The only way I know of playing a wav file is with sndPlaySnd().  That
doesn't let you change pitch though  :-(  Instead, I'm loading the sound buffer
myself with a sine wave algo, which overflows the buffers periodically.  I
don't know why, but it sounds like an engine for some reason.  Pretty cool
anyway, as long as there's no bass (fine for my laptop.)  You get resonance at
certain rpm's, it's pretty cool.  Letting off the throttle can make a "braaaap"
sound.

  Thanks.  I don't know where to begin with that kind of thing.  Will have to
run some simple samples at different engine speeds later when I get back into
the engine simulation stuff.  Right now, I've got a single cylinder model that
I just copy over itself a few times to approximate a multi-cylinder engine.
That doesn't work too well because the exhaust pressure profile looks quite
different once you've got headers or a real exhaust system.  Oh well, maybe
it'll work...

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


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