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Car physics; article on track normals with splines

5 posts by 3 people · 08 Feb 2002 17:35 UTC - 11 Feb 2002 12:51 UTC

[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:
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?
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/
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/

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