rec.autos.simulators

Explanation of GPL physics engine

Tom Steinbe

Explanation of GPL physics engine

by Tom Steinbe » Fri, 18 May 2001 08:12:16

Hey there,
        Does anyone know how much detail has ever been released about
the GPL physics engine? I remember someone once talking about the
number of times per second the physics were recalculated, but I can't
find anything now. Can any of you help me find anything at all
technical to do with the GPL engine?

        Thanks very much,

                Tom

Jim

Explanation of GPL physics engine

by Jim » Fri, 18 May 2001 09:55:17

Sorry Tom I don't have much info for you, but I can tell you that the GPL
physics engine is designed to run at 288 Hz (i.e. 8 updates per frame at 36
frames per second). Don't know what frequency the controller is read at -
I'd guess it's also at 288 Hz but maybe it's less.....

I believe the physics engine ignores the effects of kingpin inclination (or
maybe it's the caster angle that's missed out, I forget). This was discussed
a while ago in a thread about steering away from slides, but I can't find it
at the moment for you.

Google.com is a good place to start to search the r.a.s. back catalogue for
more technical info, good luck

HTH
JimSeamus


Stephen Smit

Explanation of GPL physics engine

by Stephen Smit » Fri, 18 May 2001 20:06:46

Jim(s)

Caster is modeled.  You can feel it with a FF wheel.

--Steve Smith


> Sorry Tom I don't have much info for you, but I can tell you that the GPL
> physics engine is designed to run at 288 Hz (i.e. 8 updates per frame at
36
> frames per second). Don't know what frequency the controller is read at -
> I'd guess it's also at 288 Hz but maybe it's less.....

> I believe the physics engine ignores the effects of kingpin inclination
(or
> maybe it's the caster angle that's missed out, I forget). This was
discussed
> a while ago in a thread about steering away from slides, but I can't find
it
> at the moment for you.

> Google.com is a good place to start to search the r.a.s. back catalogue
for
> more technical info, good luck

> HTH
> JimSeamus



> > Hey there,
> > Does anyone know how much detail has ever been released about
> > the GPL physics engine? I remember someone once talking about the
> > number of times per second the physics were recalculated, but I can't
> > find anything now. Can any of you help me find anything at all
> > technical to do with the GPL engine?

> > Thanks very much,

> > Tom

Jim

Explanation of GPL physics engine

by Jim » Sat, 19 May 2001 03:34:20

There's just one of me :0)
I use JimSeamus as a name in vroc but Jim L is how my OE is set up, just to
confuse you.....

Caster would be the cause of the "auto straightening" when you release the
wheel, no? Haven't got a FF device myself. I guess it's kingpin inclination
that doesn't get modelled in GPL in that case, which AFAIK is the
"backwards" angle as opposed to the "inboard" caster angle - does this make
any sense?

Cheers
JimSeamus / Jim L


> Jim(s)

> Caster is modeled.  You can feel it with a FF wheel.

> --Steve Smith



> > Sorry Tom I don't have much info for you, but I can tell you that the
GPL
> > physics engine is designed to run at 288 Hz (i.e. 8 updates per frame at
> 36
> > frames per second). Don't know what frequency the controller is read
at -
> > I'd guess it's also at 288 Hz but maybe it's less.....

> > I believe the physics engine ignores the effects of kingpin inclination
> (or
> > maybe it's the caster angle that's missed out, I forget). This was
> discussed
> > a while ago in a thread about steering away from slides, but I can't
find
> it
> > at the moment for you.

> > Google.com is a good place to start to search the r.a.s. back catalogue
> for
> > more technical info, good luck

> > HTH
> > JimSeamus



> > > Hey there,
> > > Does anyone know how much detail has ever been released about
> > > the GPL physics engine? I remember someone once talking about the
> > > number of times per second the physics were recalculated, but I can't
> > > find anything now. Can any of you help me find anything at all
> > > technical to do with the GPL engine?

> > > Thanks very much,

> > > Tom

David G Fishe

Explanation of GPL physics engine

by David G Fishe » Sat, 19 May 2001 04:42:16

No, as you can see from the few responses, no one here can help you. Not a
surprise to some of us.

David G Fisher


Eldre

Explanation of GPL physics engine

by Eldre » Sat, 19 May 2001 05:44:10

WTF is *that* supposed to mean?
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +25.37...F2 +151.26...

Never argue with an idiot.  He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.

ymenar

Explanation of GPL physics engine

by ymenar » Sat, 19 May 2001 05:44:17


> No, as you can see from the few responses, no one here can help you. Not a
> surprise to some of us.

So?

What do you expect? That we give him the Papy SDK and every detail of the
game engine? What's your point?

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

ymenar

Explanation of GPL physics engine

by ymenar » Sat, 19 May 2001 05:44:41


> No, as you can see from the few responses, no one here can help you. Not a
> surprise to some of us.

Oh and of course, we aren't surprised that YOU can't help either <G>

--
-- Fran?ois Mnard <ymenard>
-- May the Downforce be with you...
-- http://www.ymenard.com/
-- This announcement is brought to you by the Shimato Dominguez
Corporation - helping America into the New World...

Jan Verschuere

Explanation of GPL physics engine

by Jan Verschuere » Sat, 19 May 2001 08:23:09

RAS' Einstein is alluding to a discussion some time back as to why a deluded
minority in RAS seems to believe the GPL physics engine is technically
superior to other games' efforts.

As he was unwilling to disclose his inside knowledge of other developers
physics engines, "we" clammed up on what is public knowledge about GPL: ie.
6 dof, car simulated as a collection of "3D" objects with forces acting
along the orientation of the actual links between them (instead of their
effect being calculated at certain nodes) and a simulation rate of more than
200Hz. DGF abandoned the discussion when ymenard and myself became pushy in
this respect, especially with respect to the lack of longitudinal roll
inertia in and exact simulation rate of RC2000.

There are limitations to the GPL/N4 model, of course, a knod to keeping it
all real time. There is a certain effort involved not to blatantly exploit
them, but all in all it gives me the most "consistent" experience.

Jan.
=---
"Pay attention when I'm talking to you boy!" -Foghorn Leghorn.

David G Fishe

Explanation of GPL physics engine

by David G Fishe » Sat, 19 May 2001 08:41:33

Jan,

He asked, "Does anyone know how much detail has ever been released about
the GPL physics engine?" and,  "Can any of you help me find anything at all
technical to do with the GPL engine?"

Your answer does not go into very much detail and is not very technical.
Questions as to what the makes the GPL physics sooooo much better than
anything else have always been answered in a vague manner because no one
really knows the details. Never have. Never will.

Tell me, what makes the GPL physics engine "better" than F1RC's? Technical
details please. Do you know the technical details of both physics engines?

BTW, I know where a person can simply purchase and download a physics engine
made by a team of 50 physicists, mathematicians and computer programmers
located in Oxford, England and five other facilities around the world. Of
course, they probably don't have a 1/4 of the knowledge the Papyrus
employees do.

David G Fisher


Shane Lowr

Explanation of GPL physics engine

by Shane Lowr » Sat, 19 May 2001 09:14:12

FastCar is still being worked on ( www.oxforddynamics.co.uk)  ... but does
seem pretty good so far. Functionality is being added farily frequently and
it does seem to run quite fast. That reminds me ... must shoehorn FastCar
into my code to see if i can get it to run.

It is difficult without seeing the code to say exactly what any of the sims
do. The frequency of the physics engine is more tuned to stability than
accuracy. Although
by definition, an engine updating at a higher rate should be more accurate.
One of the guys working on a personal sim is updating the wheels at around
3000 Hz due
to the lack of mass in the wheel objects.

The majority of details known about various games comes from interviews and
looking at the files. You can get a good
idea of what scgt and f12000 et al do by looking at the veh files and seeing
what variables they have.

As to the differences between gpl and F1RC, personally I couldn't say as the
cars are too different to judge side by side.

my 2c

Shane Lowry



> Jan,

> He asked, "Does anyone know how much detail has ever been released about
> the GPL physics engine?" and,  "Can any of you help me find anything at
all
> technical to do with the GPL engine?"

> Your answer does not go into very much detail and is not very technical.
> Questions as to what the makes the GPL physics sooooo much better than
> anything else have always been answered in a vague manner because no one
> really knows the details. Never have. Never will.

> Tell me, what makes the GPL physics engine "better" than F1RC's? Technical
> details please. Do you know the technical details of both physics engines?

> BTW, I know where a person can simply purchase and download a physics
engine
> made by a team of 50 physicists, mathematicians and computer programmers
> located in Oxford, England and five other facilities around the world. Of
> course, they probably don't have a 1/4 of the knowledge the Papyrus
> employees do.

> David G Fisher



> > RAS' Einstein is alluding to a discussion some time back as to why a
> deluded
> > minority in RAS seems to believe the GPL physics engine is technically
> > superior to other games' efforts.

> > As he was unwilling to disclose his inside knowledge of other developers
> > physics engines, "we" clammed up on what is public knowledge about GPL:
> ie.
> > 6 dof, car simulated as a collection of "3D" objects with forces acting
> > along the orientation of the actual links between them (instead of their
> > effect being calculated at certain nodes) and a simulation rate of more
> than
> > 200Hz. DGF abandoned the discussion when ymenard and myself became pushy
> in
> > this respect, especially with respect to the lack of longitudinal roll
> > inertia in and exact simulation rate of RC2000.

> > There are limitations to the GPL/N4 model, of course, a knod to keeping
it
> > all real time. There is a certain effort involved not to blatantly
exploit
> > them, but all in all it gives me the most "consistent" experience.

> > Jan.
> > =---
> > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn.

> > EldredP wrote...
> > > >No, as you can see from the few responses, no one here can
> > > help you. Not a surprise to some of us.

> > > WTF is *that* supposed to mean?

Simon Brow

Explanation of GPL physics engine

by Simon Brow » Sat, 19 May 2001 09:12:00

Download?!?  Fastcar costs about $20,000 for gods sake.  You may be able to
download but you sure can't produce anything with it without paying Oxford
Dynamics a vast sum of money.



David G Fishe

Explanation of GPL physics engine

by David G Fishe » Sat, 19 May 2001 09:19:24

I wasn't referring to Fastcar.

David G Fisher


> Download?!?  Fastcar costs about $20,000 for gods sake.  You may be able
to
> download but you sure can't produce anything with it without paying Oxford
> Dynamics a vast sum of money.



> > Jan,

> > He asked, "Does anyone know how much detail has ever been released about
> > the GPL physics engine?" and,  "Can any of you help me find anything at
> all
> > technical to do with the GPL engine?"

> > Your answer does not go into very much detail and is not very technical.
> > Questions as to what the makes the GPL physics sooooo much better than
> > anything else have always been answered in a vague manner because no one
> > really knows the details. Never have. Never will.

> > Tell me, what makes the GPL physics engine "better" than F1RC's?
Technical
> > details please. Do you know the technical details of both physics
engines?

> > BTW, I know where a person can simply purchase and download a physics
> engine
> > made by a team of 50 physicists, mathematicians and computer programmers
> > located in Oxford, England and five other facilities around the world.
Of
> > course, they probably don't have a 1/4 of the knowledge the Papyrus
> > employees do.

> > David G Fisher

Simon Brow

Explanation of GPL physics engine

by Simon Brow » Sat, 19 May 2001 09:26:31

...so you were refering to...?



David G Fishe

Explanation of GPL physics engine

by David G Fishe » Sat, 19 May 2001 09:29:37

Sorry Simon, I wasn't trying to be coy. Distractions all around me here
tonight. The company is called MathEngine.

David G Fisher


> ...so you were refering to...?



> > I wasn't referring to Fastcar.

> > David G Fisher


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