rec.autos.simulators

Yawn - Update at West-racing

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Fri, 26 Sep 2003 19:20:04


>Date: 9/18/2003 11:12 AM Eastern Daylight Time


>> The upside is that you, as a constructor, learn a lot about the behaviour
>> of the system you are trying to simulate, even if the model does not
>> capture the reality precisely... And by building a complicated model
>> you are more aware of what particular effects a simplification would
>> lead to.

>Haven't been getting all of this thread on my news server...

>Anyway, it will be a long time before anyone can model tires completely,
>off-line or especially realtime!  As I understand it, current finite
>element models work fairly well (non-realtime) for constant temp operation,
>but add in temperature effects (material properties change) and
>the problem gets much bigger.

Unfortunately Chuck passed away....

Todd Wasson
Racing Software
http://www.racesimcentral.net/
http://www.racesimcentral.net/

Ruud van Ga

Yawn - Update at West-racing

by Ruud van Ga » Fri, 26 Sep 2003 19:43:04


...

I recently read a very interesting article on floating point
precision. The boundary was something (when using floats) of 10^-4
(0.0001) for the stepsize. After that, floating point roundoff got
worse, so your accuracy actually suffers while you'd think a 0.00001
(10^-5) would give you more.
So with 6000Hz you're already pretty close to the limit, unless you
move to doubles, which for game purposes at least totally overboard.

I'm not sure what you mean, but ODE (www.opende.org IIRC) does
multiple contacts quite nicely. Still, I manage to average out all the
generated contact points into 1 (just average the normals and contact
depth) and it still continues to do nicely (if you hit a pilar at the
edge; don't do this at home, kids).

I agree that a software library which handles low-end things (like
generating contacts between various types of primitives) looks far
more useful. But let's not stop them from trying to think of
something; they might have a brilliant insight somehow which we're
overlooking. ;-)
After all, that's how revolutions come to pass; everybody thinks
something is impossible, then someone approaches the problem in
another way.

Unless the hardware is significantly faster at the brute force method.
That's what Z-buffers are doing for example; wasting a lot of power
where you could mostly just sort your polygons. But in practice, the
hardware is faster than your Z-sorter often.

Feels very cool too. :)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Fri, 26 Sep 2003 19:49:10

Just to add some number for the lurkers to put things in perspective:  If it
took 10 math ops to model wear on a particular part and you wanted to dedicate
1% of a low end PII - 333MHz processors time to modelling part wear, you'd be
doing wear for 50,000 parts and might not even notice a frame rate hit.  Jack
that up to a more complex model with 50 calculations per cycle and just do wear
every 10 cycles (1/10th as often) and you're doing 100,000 parts in real
time...  Try it on a P4-2.66GHz (8 times faster math ops) and you could be
doing something like a million parts.  How many parts do you want and how many
cars are there?  Part wear is close to free.

Maybe a full blown engineering approach could be done after all for a few
hundred parts...

Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Fri, 26 Sep 2003 20:17:35


>Date: 9/25/2003 6:43 AM Eastern Daylight Time


>...
>>>smaller time scale combined with a larger model would certainly increase
>>>the computational load. I read somewhere that to be able to simulate a car
>>>responding to small variations in the surface it is necessary to increase
>>>the time resolution to around 8000 - 10000 Hz... Then add some more cars to
>>>the
>>>track...

>>Maybe..  I've run my vehicle model at 6000Hz and things were still pretty
>fast.
>> It depends on how you're handling the suspension, I suppose.  

>I recently read a very interesting article on floating point
>precision. The boundary was something (when using floats) of 10^-4
>(0.0001) for the stepsize. After that, floating point roundoff got
>worse, so your accuracy actually suffers while you'd think a 0.00001
>(10^-5) would give you more.
>So with 6000Hz you're already pretty close to the limit, unless you
>move to doubles, which for game purposes at least totally overboard.

Interesting...

I was referring to impulse methods, not penalty.  I haven't yet found a paper
or discussion where multiple impulse calculations were made for the rigid body
case.

- Show quoted text -

My first impressions are frequently wrong.  Hopefully this is another example
of that. :-)  I'm looking forward to seeing whatever they're doing, of course!

Yeah, you're probably right.  

You finally got to drive it? :-)

Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm

Ruud van Ga

Yawn - Update at West-racing

by Ruud van Ga » Sat, 27 Sep 2003 05:30:22


...

Ah indeed, sorry about that. ODE's penalties seem ok though; it allows
for some interpenetration, which probably can save you from doing too
much collision checks to make sure every object doesn't
interpenetrate.
And there was a linear step collision solver that was talked about
some time ago (I stopped reading the maillist) which avoided big
matrices and instead could do it with little matrices step by step
(and faster too).

Yep, some time ago. :) Actually one drove it once.
Now that my cars can tumble over without flying into space though, I
might need to test again. ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

J. Todd Wass

Yawn - Update at West-racing

by J. Todd Wass » Sat, 27 Sep 2003 10:35:59


>Date: 9/25/2003 4:30 PM Eastern Daylight Time


>...
>>>I'm not sure what you mean, but ODE (www.opende.org IIRC) does
>>>multiple contacts quite nicely. Still, I manage to average out all the
>>>generated contact points into 1 (just average the normals and contact
>>>depth) and it still continues to do nicely (if you hit a pilar at the
>>>edge; don't do this at home, kids).

>>I was referring to impulse methods, not penalty.  I haven't yet found a
>paper
>>or discussion where multiple impulse calculations were made for the rigid
>body
>>case.

>Ah indeed, sorry about that. ODE's penalties seem ok though; it allows
>for some interpenetration, which probably can save you from doing too
>much collision checks to make sure every object doesn't
>interpenetrate.
>And there was a linear step collision solver that was talked about
>some time ago (I stopped reading the maillist) which avoided big
>matrices and instead could do it with little matrices step by step
>(and faster too).

Sounds cool.  A new collision system is the next major thing on my list, so
I'll probably be sending you some emails :-)  

Hehe, right.  I'm sure it was a too dangerous before that problem was fixed :-P
 YEAAAAH!!!!!!  (hole in ceiling... legs dangling...)

Todd Wasson
Racing Software
http://PerformanceSimulations.com
http://performancesimulations.com/scnshot4.htm


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