I'm a newbe to the topic of simulating car-physics but willing to learn
and try to implement my own simple simulator. I was thinking about using an
existing 3D engine and collision detection system (CrystalSpace?) in order
to get something up and running quickly. The idea is to create a very action
oriented simulator, i.e. Hollywood movie physics (Monstertruck-Madness or
stunts like), not neccessarily realistic. Similar in spirit to Rumble Racing
(although I've never played it, from the article in GameDeveloper Sep2001 it
sounds exactly like what I want).
So far I'm still collecting resources, I have:
Baraff's papers, Mirtich's papers, Physics of Racing series, Hecker's
papers, Charney's paper.
Racer, Fastcar.
Any important resources missing? More source code to be found somewhere? One
thing I heard mentioned a couple of times here is SAE, what is that? Also, I
haven't found a comprehensive set of car data, yet. For example, where do
you get all the air-resistance, motor torque etc values from? This data
seems even harder to come by if you don't want to model the typical
race-cars, but rather off-road vehicles.
I wanted to start writing a simple rigid body simulator that correctly
handles (collision-) forces. Then go on building a car model on that basis,
continually refining it. What do I have to watch out for? Are there any
decisions made early on which will later make further refinement impossible?
What about 4x4 vehicles, BTW? I haven't seen anyone model them?
regards,
BuschnicK
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www: http://www.racesimcentral.net/
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