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?