outputs--those damned English colonialists condemned us Americans to a
screwed up measuring system--perhaps if Napoleon had taken over America for
a few years, converted us to metric, and then left... ;)
For some reason I can think in meters and meters/second^x, but I have a real
hard time visualizing things like spring constants and torque in SI units...
maybe my little brain can only hold one "unit" constant at a time, so
converting from meters to feet or km to miles requires only one mental
multiply or divide, while converting N/m to lbs/in requires two...
> >Models in 3DSMAX are done in inches, and with the cars tipped on their
ends
> >for some reason, so I think +z is forward and +x is left. The 3DS
exporter
> >for the pitcrew used meters, though. Tracks in Multigen are in meters,
and
> >Y is up. Our game's graphics system uses meters, with +x = left, +y =
up.
> >Our internal matrix routines use left-handed notation: x' = x M and
> >left-handed cross products, but my new physics stuff uses my pseudo-C to
VU
> >compiler using the more standard linear algebra notation.
> ...
> Enough perhaps at times to get you in a straightjacket if you don't go
> out once in a while. ;-)
> >pounds-per-inch, etc.), and converted to metric at load time for internal
> >computations, which are all in SI units.
> So I guess you do all your debugging output in SI units?
> >but I do remember the one
> >time we had 20,000 lb AI cars briefly (someone thought the mass was in
> >Newtons or something), that were just sort of bobbing up and down at the
> >start finish line
> Well, you can call that a 'feature', I'd say. :) Call it 'Old American
> Cars Heat' and you're set...
> Ruud van Gaal
> Free car sim: http://www.racesimcentral.net/
> Pencil art : http://www.racesimcentral.net/