Hi,
I've just uploaded an article on obtaining track normals when you're
using splines. Although for any car sim creator his/her spline system
is probably quite different from Racer's, there might still be some
ideas in there.
http://www.racer.nl/tech/track_normals.htm
Any comments are ofcourse welcome.
Hope it's an interesting read,
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
[email hidden] (Ruud van Gaal) writes:
> I've just uploaded an article on obtaining track normals when you're
> using splines. Although for any car sim creator his/her spline system
> is probably quite different from Racer's, there might still be some
> ideas in there.
>
> http://www.racer.nl/tech/track_normals.htm
cool. are you doing bumps and potholes yet?
Gunnar, who has to sleep before reading anything.
--
Gunnar
#31 SUCKS#015 Tupperware MC#002 DoD#0x1B DoDRT#003 DoD:CT#4,8 Kibo�: 2
"a poster is a human being or the software equivalent"
On 08 Feb 2002 19:07:37 +0100, Gunnar Horrigmo <[email hidden]>
wrote:
Nope, not yet; will require extended the spline system (but I need
multiple spline stretches somewhere in the future anyway).
Too much regular work. :(
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (10 lines)
>[email hidden] (Ruud van Gaal) writes: > >> I've just uploaded an article on obtaining track normals when you're >> using splines. Although for any car sim creator his/her spline system >> is probably quite different from Racer's, there might still be some >> ideas in there. >> >> http://www.racer.nl/tech/track_normals.htm > >cool. are you doing bumps and potholes yet? Great work, Ruud.. So it turned out to be a matter of taking the derivitives
of the spline functions after all, eh?
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
My little car sim screenshots:
http://performancesimulations.com/scnshot4.htm
On 08 Feb 2002 21:39:46 GMT, [email hidden] (J. Todd Wasson) wrote:
> Great work, Ruud.. So it turned out to be a matter of taking the derivitives
>of the spline functions after all, eh?
Partly; I first thought only the derivatives would do. Then after some
pictures I saw I missing a dimension; no way from the line (from left
to right) I could build a normal. The combination was the right one.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/


































