I've been reading the posts here about rain in GPL and how it would be
too hard and take up too much processor.
Well I'm always up for a good argument so lets have a go... :o)
Firstly, I'm the one who put rain in N2 with the TPTCC patch when
we did version one... all I dis was alter the pallette to make
everything look gloomy and we altered the traction to represent the
loss of grip.
We had loads of e-mails saying "Ooh, its really good - its really
feels like I'm drving in the wet!" - so I must of got something right.
A couple of points come to mind....
1) In most cases, using simple visual effects you can create the
illusion of rain quite well and the psychology of your brain will do
the rest.
2) As a racer myself (and I loved racing in the rain) for me, driving
in the wet was not much different from the dry except for a) loss of
visibility, b) less grip c) uneven traction and d) colder tyres.
O.K, many will argue with me on those points (if your a purist) but
for me, thats all it was...
So, sensibly, I dont see why rain couldn't be put into a sim.
First of all, look at Microprose Grand Prix version 1 with its rain...
How would I put rain in GPL....
1) LACK OF VISIBILITY - We all know that when it rains you often
get bad visibility. You can see, but not as far in front. Most 3D
cards already have fogging routines built into them so it would be
easy to use these to create a fog effect.
When racing in rain, as long as no-one is in front of you things are
clear (unless there is a mist) and things get shitty when someone
pulls in front of you. So, based on the proximity of cars ahead of
you, the fogging distance and density could be adjusted (like GP1)
to represent that.
Secondly, we already have smoke from the engine so how hard would
it be to create two sources of 'smoke' from where the tires touch the
ground to represent the water being thrown up.
2) LACK OF GRIP - Yes, it would be hard to model everything about
rain but in general, the main thing is the lack of grip. A 'ratio'
could be applied to the whole track to reduce it, but for area's which
are bumpy or waterlogged that could be programmed into the tracks DAT
file. Therefore, localised problems such as aquaplaning or puddles
could be represented.
3) TEMPERATURE - The cooling effect of water on the tyres can
be easily reproduced through a basic formula and as the 'racing line'
is already overlayed on the track within the DAT, could it not be
programmed that over time with cars passing over it, this line drys
out? This would then make the tyres hotter - moving off-line onto the
wet track cools it. We know the program knows when your on-line
because of the autobraking and steering help.
Apart from these points, I dont think you'd need to do rain drops as
in Flight Unlimited 2 because for a start, you'd be wearing goggle and
drops dont tend to form - and with them that close to your face, your
focusing beyond them and dont tend to see them.
I appreciate that GPL is processor intensive and that my suggestions
would still need more processing power, but I dont think we would all
need Cray's to see rain in a sim.
Well thats enough of my ramblings...
- Jed, The Pits