There is certainly a lot of talent in this newsgroup, enough to create
fully generic racing simulation games. But how should all the work be
coordinated?
We need someone who has the skills to develop the core of such program.
My suggestion is that someone, or a few people develop a core program
having interfaces to the following,
Track
Vehicle physics
Collisions
3D Graphics
Sound
Network - Multiplayer
AI
Input
Menu system
and a few other things�.
Each interface should have clearly defined responsibilities so that they
can easily be modified. Interfaces should be written as orthogonal to
each other as possible.
Also, borrowing already existing file formats is a good thing. I plan to
use the format of SCGT since I know there are several people creating
nice tracks in this format. This format seems to be based on VRML, which
is fairly simple to code for.
When this core is working, it should be much easier for different
developers to start adding features.
Linux is supposed to be developed by many people at different locations
but how do they coordinate their projects? Is there anyone in this
newsgroup who has any experience of such development projects?
/Jesper
Over the past few months I've seen or heard of several (unrelated) attempts
at creating (parts of) a (generic?) racing simulation. One by Paul Hoad (of
XXX TrackEditor fame), and several on this newsgroup (the most recent should
be just below this one).
Paul Hoad (at www.hoad.org) was trying to get a group of people together to
create an OpenGL racing sim, but progress was/is slow. It seems to me that
there are enough talented individuals in this ng and elsewhere to make this
work. We have people with a keen interest in car physics, we have software
engineers/hackers, we have track creators, we have people who can do car and
other graphics, webdesigners, etc, etc. And we damn sure have enough
beta-testers ;-)
So the people are there, but do they (we) think it is a good idea to develop
a "community" racing sim? I do... but who am I?
I know what I could contribute: webspace, webdesign (HTML, PHP, databases)
and web graphics skills, software engineer skills.
Anyone else want to participate?
Cheers,
Herko
Er...I'm writing a little racing game myself in D3D. There's a screenshot
at http://www.sbdev.pwp.blueyonder.co.uk/car2.jpg if anyone is interested,
but don't go thinking it's nearly done or anything, I haven't even started
on the physics, collision detection or AI yet.
I doubt whether a calaborative effort over the net would be successful. A
big group of people, all with different ideas of what they're writing, all
working at different speeds, only communicating by e-mail. There's good
reasons why these sort of things usually fail. Still, I'm only being
realistic, not negative, with the right people, it could be done.
"Herko ter Horst" <[email hidden]> wrote in message
news:ik1F5.746224$Kw2.6885964@flipper...
> Over the past few months I've seen or heard of several (unrelated)attempts
<snip>
> Anyone else want to participate?
>
> Cheers,
>
> Herko
Many of the shell replacements for Explorer (like LiteStep) were also done
this way.
--
Slot
www.slottweak.com
Tweaks & Reviews
As far as file formats go, I think there are over 1500 add-on tracks for
MTM2, some of them using actual photos for textures. There must be something
to that.
Jesper Adolfsson <[email hidden]> wrote in message
news:[email hidden]...
>
>
> There is certainly a lot of talent in this newsgroup, enough to create
> fully generic racing simulation games. But how should all the work be
> coordinated?
>
> We need someone who has the skills to develop the core of such program.
> My suggestion is that someone, or a few people develop a core program
> having interfaces to the following,
>
> Track
> Vehicle physics
> Collisions
> 3D Graphics
> Sound
> Network - Multiplayer
> AI
> Input
> Menu system
>
> and a few other things..
>
> Each interface should have clearly defined responsibilities so that they
> can easily be modified. Interfaces should be written as orthogonal to
> each other as possible.
>
> Also, borrowing already existing file formats is a good thing. I plan to
> use the format of SCGT since I know there are several people creating
> nice tracks in this format. This format seems to be based on VRML, which
> is fairly simple to code for.
>
> When this core is working, it should be much easier for different
> developers to start adding features.
>
> Linux is supposed to be developed by many people at different locations
> but how do they coordinate their projects? Is there anyone in this
> newsgroup who has any experience of such development projects?
>
>
>
> /Jesper
Also I think you'll find most of the people who have something to contribute
will be too busy with their own projects.
I'd like to hear what sort of project you had in mind though. The term
'Generic Racing Simulator' has enormous potential. Image the following-
- support for VRML, so anyone could create their own cars and tracks
- simple editable "ini" files containing car specifications (physical
dimensions, weight, grip, etc)
- support for standard graphics and sound formats (bmp, jpg, wav etc)
etc. Or all those things could be written into a few simple editors. With
a system like this you could make an infinite number of games with the
simulator, kinda like the total conversions you see for the Quake (1,2,3)
engines. Huge potential.
Quoted text (10 lines)
> "Herko ter Horst" <[email hidden]> wrote in message > news:ik1F5.746224$Kw2.6885964@flipper... > > Over the past few months I've seen or heard of several (unrelated) > attempts > <snip> > > Anyone else want to participate? > > > > Cheers, > > > > HerkoI'm not sure of all the details but sourceforge (www.sourceforge.net or
just sorceforge.net) is a place for developing "open source" projects of
this nature. It appears to have all the things in place (CVS and all
kinds of stuff) of cooperative developement, lots of projects on the
site.
Jay
Jesper Adolfsson wrote:
Quoted text (38 lines)
> > There is certainly a lot of talent in this newsgroup, enough to create > fully generic racing simulation games. But how should all the work be > coordinated? > > We need someone who has the skills to develop the core of such program. > My suggestion is that someone, or a few people develop a core program > having interfaces to the following, > > Track > Vehicle physics > Collisions > 3D Graphics > Sound > Network - Multiplayer > AI > Input > Menu system > > and a few other things�. > > Each interface should have clearly defined responsibilities so that they > can easily be modified. Interfaces should be written as orthogonal to > each other as possible. > > Also, borrowing already existing file formats is a good thing. I plan to > use the format of SCGT since I know there are several people creating > nice tracks in this format. This format seems to be based on VRML, which > is fairly simple to code for. > > When this core is working, it should be much easier for different > developers to start adding features. > > Linux is supposed to be developed by many people at different locations > but how do they coordinate their projects? Is there anyone in this > newsgroup who has any experience of such development projects? > > /JesperOn Wed, 11 Oct 2000 21:38:21 +0200, Jesper Adolfsson
<[email hidden]> wrote:
>There is certainly a lot of talent in this newsgroup, enough to create
>fully generic racing simulation games. But how should all the work be
>coordinated?
That's a problem; I'm doing a car sim myself, but I'm heavily
restricted to real-life actual work. It's 4:30 am for example now, and
I just got back from Belgium from some work. Next week is filled too,
mostly. Progress is hard, interest is great though. However, the fun
in creating a car sim is for me at least 50% the
getting-to-understand-it-all. So every programmer will have his/her
own view quickly. For now, I'm most interested in vehicle physics,
which seems to be going ok, for graphics I'm using 3DS Max with .ase
files (to be converted to a binary format, but well, that's
secondary), sound is .wav ofcourse in DirectSound3D, gfx is OpenGL,
input is DirectInput etc. As open as possible.
But the thing in my case at least is I am interested in doing the car
*physics* my way. I don't care too much about collision programming
(for now) and some other stuff.
What would be more effective, perhaps, is to have interchangeable
*formats* rather than code that plugs into eachother. So throw open
the VRML-like SCGT format (any URLs? I'm mighty interested after
having seen GPL's sector-forward-backward count and BSP tree (probably
mainly used for collisions)). Let's think of a flexible car format
(the .ase format is a bit flat; a car should be made out of 3D
components, like tires, a steering wheel perhaps, a driver etc).
Hardest thing here is for me still the LOD, level of detail, how that
would be nicely done.
And ofcourse, for the network play a platform-independent DirectPlay
like system can be thought of.
I think it would be better if perhaps cars that are created can be
imported into more than 1 driving sim, than to try to have us all work
on 1 big sim. I think ideas will vary too widely about how it should
be done. I, for one, know I want to do it a bit too much my own way, I
think. Although I'm happy to share my DirectInput and DirectSound
classes (they're a bit simplistic now, doing not too much more than is
required by my sim).
Things like Menu Systems are quite far away from car simming, in the
end. One might even consider a common car sim interface, in which you
could plug in your specific sim in a flexible manner. So 1 user
interface for multiple sims.
I truly think that could work, although sims that grow out to be more
will probably want to deal with such things mostly by themselves in
the end.
Ruud van Gaal, GPL Rank +53.25
MarketGraph : http://www.marketgraph.nl
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/


































