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Rec.Autos.Simulators Archive

My Argument for an "Open" Racing Sim

9 posts by 8 people · 06 Apr 2000 - 07 Apr 2000 17:58 UTC

Chris Bloom 06 Apr 2000#280212
Would it not be possible for a software developer to create an "open" racing sim. Okay the word "open" might be a bit ambiguos so let me try and define what I mean by the term. The developer of the initial sim would create the basic physics engine. This would have to be at least on par with the GPL physics engine aswell as including some additions which I will get to later. The sim could be released with a set of cars and a set of tracks and of course a menu system. The rights to the core physics engine would be kept by the developers but they would share the knowledge with the rest of the world on how to create cars, tracks, graphics etc. They would not need to release an editor as there would be no lack of programmers out there ready to have a crack at it and with enough information it shouldn't be a problem for them. The format would allow any sort (within reason) of 4 (or more) wheel vehicle to be created and given a set of values which would affect it's performance. Values that could be entered could be the drive wheels, tyre dimensions, power, weight and virtually anything else that would affect performance. Types of possibble tracks could include the regular road/oval/street aswell as possibly off-road and point to point such as Rally or Hill-Climbs. It could maybe be possible to create a virtual world where you can drive anywhere within it. This would allow a type of Midtown Madness scenario or even a cross country race. Hey! Cannonball Run On-line!! For those of you familiar with Flight Sims would realise that what I am describing is more or less the Auto equivelant of the Microsoft Flight Simulator series. For those not familiar with this product just go to www.flightsim.com and look at all the additional aircraft/airports/scenery/sounds/guages/navigation systems etc. etc. that are free for downloading. Microsoft actually encourage third party developers by releasing instructions for making these additions. Microsoft releases a new flight sim every couple of years (actually it has been just about every year for the last few years if you include Combat Flight Simulator) and each one sells by the truckload, most of the third party stuff from the previous sims is usually compatible with the new sim. A racing sim developer could go the same sort of route, people would buy a new version every couple of years which would include enhanced graphics and the possibility of a more complex physics engine which would be possible because computers would be more powerful. The old cars, tracks would still work with each new release though. The closest we have got to this format so far would be SCGT for it's ease of creating cars and GP2 which seems to have had everything about it edited. I know Paul Hoad is trying to create and open sim and I know there have been a couple of more attempts. I wish Paul good luck but in reality this type of thing needs a big name to get behind it and distribute/market it. Well I just wanted to put my ideas on the subject in one place. I'm sure it could be a popular and profitable format as the Flight Sim community has proven. Chris
Dave Henrie 06 Apr 2000 19:43 UTC#280255
Go see what is being done with SCGT. www.gtinsider.com Then take a look at all the activity with N3 and GPL and the gazillions of tracks for GP2. Some of what you ask for is already being done. dave henrie Chris Bloom wrote:
Quoted text (60 lines)> > Would it not be possible for a software developer to create an "open" racing > sim. Okay the word "open" might be a bit ambiguos so let me try and define > what I mean by the term. > > The developer of the initial sim would create the basic physics engine. > This would have to be at least on par with the GPL physics engine aswell as > including some additions which I will get to later. > > The sim could be released with a set of cars and a set of tracks and of > course a menu system. > > The rights to the core physics engine would be kept by the developers but > they would share the knowledge with the rest of the world on how to create > cars, tracks, graphics etc. They would not need to release an editor as > there would be no lack of programmers out there ready to have a crack at it > and with enough information it shouldn't be a problem for them. > > The format would allow any sort (within reason) of 4 (or more) wheel vehicle > to be created and given a set of values which would affect it's performance. > Values that could be entered could be the drive wheels, tyre dimensions, > power, weight and virtually anything else that would affect performance. > > Types of possibble tracks could include the regular road/oval/street aswell > as possibly off-road and point to point such as Rally or Hill-Climbs. It > could maybe be possible to create a virtual world where you can drive > anywhere within it. This would allow a type of Midtown Madness scenario or > even a cross country race. Hey! Cannonball Run On-line!! > > For those of you familiar with Flight Sims would realise that what I am > describing is more or less the Auto equivelant of the Microsoft Flight > Simulator series. For those not familiar with this product just go to > www.flightsim.com and look at all the additional > aircraft/airports/scenery/sounds/guages/navigation systems etc. etc. that > are free for downloading. Microsoft actually encourage third party > developers by releasing instructions for making these additions. > > Microsoft releases a new flight sim every couple of years (actually it has > been just about every year for the last few years if you include Combat > Flight Simulator) and each one sells by the truckload, most of the third > party stuff from the previous sims is usually compatible with the new sim. > > A racing sim developer could go the same sort of route, people would buy a > new version every couple of years which would include enhanced graphics and > the possibility of a more complex physics engine which would be possible > because computers would be more powerful. The old cars, tracks would still > work with each new release though. > > The closest we have got to this format so far would be SCGT for it's ease of > creating cars and GP2 which seems to have had everything about it edited. > > I know Paul Hoad is trying to create and open sim and I know there have been > a couple of more attempts. I wish Paul good luck but in reality this type > of thing needs a big name to get behind it and distribute/market it. > > Well I just wanted to put my ideas on the subject in one place. I'm sure > it could be a popular and profitable format as the Flight Sim community has > proven. > > Chris
Chris Bloom 06 Apr 2000 20:28 UTC#280277
In article <[email hidden]>, Dave Henrie <[email hidden]> wrote: > Go see what is being done with SCGT. www.gtinsider.com Thentake a >look at all the activity with N3 and GPL and the gazillions oftracks >for GP2. Some of what you ask for is already being done. >dave henrie > Yes, I am aware of all that and I appreciate the efforts of those who put their free time into making these enhancements for our sims. None of these are endorsed by the game manufacturers though and if there is a sequel to any of those sims it is unlikely to be backwards compatible with any components from these ones. My wish would be for a basic sim which would be a basis for enthusiasts to personalise in almost any way they like. Chris * Sent from RemarQ http://www.remarq.com The Internet's Discussion Network * The fastest and easiest way to search and participate in Usenet - Free!
Tony Rickard 06 Apr 2000 21:03 UTC#280265
Maybe it is time for RAS to seriously consider sponsoring a project. There seems to be an awful lot of talent in the group. If resources are not available within the group then the project could be funded to make it available. On many occasions posters have said how they would be prepared to pay $100 for the next GPL with the understanding it will be a low volume product. How many would actually be prepared to pay up front to fund a RAS Sim project - run by one of the sim project volunteer groups known to us in RAS. Maybe even a quarterly subscription - entitling the subscriber to beta copies and all output from the project. What do you think? Tony "Dave Henrie" wrote
Quoted text (8 lines)> Go see what is being done with SCGT. www.gtinsider.com Then take a > look at all the activity with N3 and GPL and the gazillions of tracks > for GP2. Some of what you ask for is already being done. > dave henrie > > Chris Bloom wrote: > > > > Would it not be possible for a software developer to create an "open"
racing > > sim. Okay the word "open" might be a bit ambiguos so let me try anddefine > > what I mean by the term. > > > > The developer of the initial sim would create the basic physics engine. > > This would have to be at least on par with the GPL physics engine aswellas > > including some additions which I will get to later. > > > > The sim could be released with a set of cars and a set of tracks and of > > course a menu system. > > > > The rights to the core physics engine would be kept by the developersbut > > they would share the knowledge with the rest of the world on how tocreate > > cars, tracks, graphics etc. They would not need to release an editor as > > there would be no lack of programmers out there ready to have a crack atit > > and with enough information it shouldn't be a problem for them. > > > > The format would allow any sort (within reason) of 4 (or more) wheelvehicle > > to be created and given a set of values which would affect it'sperformance. > > Values that could be entered could be the drive wheels, tyre dimensions, > > power, weight and virtually anything else that would affect performance. > > > > Types of possibble tracks could include the regular road/oval/streetaswell > > as possibly off-road and point to point such as Rally or Hill-Climbs.It > > could maybe be possible to create a virtual world where you can drive > > anywhere within it. This would allow a type of Midtown Madness scenarioor
Quoted text (7 lines)> > even a cross country race. Hey! Cannonball Run On-line!! > > > > For those of you familiar with Flight Sims would realise that what I am > > describing is more or less the Auto equivelant of the Microsoft Flight > > Simulator series. For those not familiar with this product just go to > > www.flightsim.com and look at all the additional > > aircraft/airports/scenery/sounds/guages/navigation systems etc. etc.
that > > are free for downloading. Microsoft actually encourage third party > > developers by releasing instructions for making these additions. > > > > Microsoft releases a new flight sim every couple of years (actually ithas > > been just about every year for the last few years if you include Combat > > Flight Simulator) and each one sells by the truckload, most of thethird > > party stuff from the previous sims is usually compatible with the newsim. > > > > A racing sim developer could go the same sort of route, people would buya > > new version every couple of years which would include enhanced graphicsand > > the possibility of a more complex physics engine which would be possible > > because computers would be more powerful. The old cars, tracks wouldstill > > work with each new release though. > > > > The closest we have got to this format so far would be SCGT for it'sease of > > creating cars and GP2 which seems to have had everything about itedited. > > > > I know Paul Hoad is trying to create and open sim and I know there havebeen > > a couple of more attempts. I wish Paul good luck but in reality thistype > > of thing needs a big name to get behind it and distribute/market it. > > > > Well I just wanted to put my ideas on the subject in one place. I'msure > > it could be a popular and profitable format as the Flight Sim communityhas > > proven. > > > > Chris
Morgan VW? 06 Apr 2000 23:06 UTC#280176
Spare me. The kind of "openness" seen in the first person shooter genre of games is almost completely foreign in the racing sim community. Only a select few with a few thousand dollars to spend on 3D Studio Max are able to create new cars and tracks. Clear documentation describing how to crack the file formats is very hard to come by for most racing sims. In Quake/Q2/Q3/Half-Life/etc. anyone can download any one of several free and robust map editors and witin an hour start creating high quality maps. Or you can download various SDKs being made readily available by the original developers and begin programming your own mods. Check out some of the newsgroups and major sites dedicated to FPSes and you'll be amazed at how open it all is. Our genre doesn't even come close. Now I'm not saying it's completely closed or anything, just that it isn't nearly as innovative or open as some other popular genres of computer gaming. I agree with Chris and if I had the programming skills I would love to get to work on something like that. It's been my dream for some time. I may just have to act on it one day. ;) -- ----------------------------------- Morgan Vincent Wooten mailto:[email hidden] http://members.tripod.com/~morganv/ ----------------------------------- Dave Henrie <[email hidden]> wrote in message news:[email hidden]... > Go see what is being done with SCGT. www.gtinsider.com Then take a > look at all the activity with N3 and GPL and the gazillions of tracks > for GP2. Some of what you ask for is already being done. [] of thing needs a big name to get behind it and distribute/market it. > > > > Well I just wanted to put my ideas on the subject in one place. I'm sure > > it could be a popular and profitable format as the Flight Sim community has > > proven. > > > > Chris
Bob Thurman 07 Apr 2000 07:17 UTC#280068
Paul Hoads project just might fill the request. The problems and shortcommings of previous projects were/are trying to decode the source that was written by someone who does not want you to decode it! By starting from scratch as thus knowing ALL the code, Mr. Hoad should be able to eliminate the main problems. Having access to all the code makes track and car editing a lot easier. buzard "Chris Bloom" <[email hidden]> wrote in message news:[email hidden]... > Would it not be possible for a software developer to create an "open"racing > sim. Okay the word "open" might be a bit ambiguos so let me try anddefine > what I mean by the term. > > The developer of the initial sim would create the basic physics engine. > This would have to be at least on par with the GPL physics engine aswellas
Quoted text (9 lines)> including some additions which I will get to later. > > The sim could be released with a set of cars and a set of tracks and of > course a menu system. > > The rights to the core physics engine would be kept by the developers but > they would share the knowledge with the rest of the world on how to create > cars, tracks, graphics etc. They would not need to release an editor as > there would be no lack of programmers out there ready to have a crack at
it > and with enough information it shouldn't be a problem for them. > > The format would allow any sort (within reason) of 4 (or more) wheelvehicle > to be created and given a set of values which would affect it'sperformance. > Values that could be entered could be the drive wheels, tyre dimensions, > power, weight and virtually anything else that would affect performance. > > Types of possibble tracks could include the regular road/oval/streetaswell > as possibly off-road and point to point such as Rally or Hill-Climbs. It > could maybe be possible to create a virtual world where you can drive > anywhere within it. This would allow a type of Midtown Madness scenarioor
Quoted text (17 lines)> even a cross country race. Hey! Cannonball Run On-line!! > > For those of you familiar with Flight Sims would realise that what I am > describing is more or less the Auto equivelant of the Microsoft Flight > Simulator series. For those not familiar with this product just go to > www.flightsim.com and look at all the additional > aircraft/airports/scenery/sounds/guages/navigation systems etc. etc. that > are free for downloading. Microsoft actually encourage third party > developers by releasing instructions for making these additions. > > Microsoft releases a new flight sim every couple of years (actually it has > been just about every year for the last few years if you include Combat > Flight Simulator) and each one sells by the truckload, most of the third > party stuff from the previous sims is usually compatible with the new sim. > > A racing sim developer could go the same sort of route, people would buy a > new version every couple of years which would include enhanced graphics
and > the possibility of a more complex physics engine which would be possible > because computers would be more powerful. The old cars, tracks wouldstill > work with each new release though. > > The closest we have got to this format so far would be SCGT for it's easeof > creating cars and GP2 which seems to have had everything about it edited. > > I know Paul Hoad is trying to create and open sim and I know there havebeen > a couple of more attempts. I wish Paul good luck but in reality this type > of thing needs a big name to get behind it and distribute/market it. > > Well I just wanted to put my ideas on the subject in one place. I'm sure > it could be a popular and profitable format as the Flight Sim communityhas > proven. > > Chris > >
hgffjnm 07 Apr 2000 17:47 UTC#279969
Whats the site address for Paul Hoads Project? On Fri, 07 Apr 2000 07:17:50 GMT, "Bob Thurman" <[email hidden]> wrote:
Quoted text (88 lines)>Paul Hoads project just might fill the request. The problems and >shortcommings >of previous projects were/are trying to decode the source that was written >by someone who does not want you to decode it! > >By starting from scratch as thus knowing ALL the code, Mr. Hoad should >be able to eliminate the main problems. Having access to all the code makes >track and car editing a lot easier. > >buzard > >"Chris Bloom" <[email hidden]> wrote in message >news:[email hidden]... >> Would it not be possible for a software developer to create an "open" >racing >> sim. Okay the word "open" might be a bit ambiguos so let me try and >define >> what I mean by the term. >> >> The developer of the initial sim would create the basic physics engine. >> This would have to be at least on par with the GPL physics engine aswell >as >> including some additions which I will get to later. >> >> The sim could be released with a set of cars and a set of tracks and of >> course a menu system. >> >> The rights to the core physics engine would be kept by the developers but >> they would share the knowledge with the rest of the world on how to create >> cars, tracks, graphics etc. They would not need to release an editor as >> there would be no lack of programmers out there ready to have a crack at >it >> and with enough information it shouldn't be a problem for them. >> >> The format would allow any sort (within reason) of 4 (or more) wheel >vehicle >> to be created and given a set of values which would affect it's >performance. >> Values that could be entered could be the drive wheels, tyre dimensions, >> power, weight and virtually anything else that would affect performance. >> >> Types of possibble tracks could include the regular road/oval/street >aswell >> as possibly off-road and point to point such as Rally or Hill-Climbs. It >> could maybe be possible to create a virtual world where you can drive >> anywhere within it. This would allow a type of Midtown Madness scenario >or >> even a cross country race. Hey! Cannonball Run On-line!! >> >> For those of you familiar with Flight Sims would realise that what I am >> describing is more or less the Auto equivelant of the Microsoft Flight >> Simulator series. For those not familiar with this product just go to >> www.flightsim.com and look at all the additional >> aircraft/airports/scenery/sounds/guages/navigation systems etc. etc. that >> are free for downloading. Microsoft actually encourage third party >> developers by releasing instructions for making these additions. >> >> Microsoft releases a new flight sim every couple of years (actually it has >> been just about every year for the last few years if you include Combat >> Flight Simulator) and each one sells by the truckload, most of the third >> party stuff from the previous sims is usually compatible with the new sim. >> >> A racing sim developer could go the same sort of route, people would buy a >> new version every couple of years which would include enhanced graphics >and >> the possibility of a more complex physics engine which would be possible >> because computers would be more powerful. The old cars, tracks would >still >> work with each new release though. >> >> The closest we have got to this format so far would be SCGT for it's ease >of >> creating cars and GP2 which seems to have had everything about it edited. >> >> I know Paul Hoad is trying to create and open sim and I know there have >been >> a couple of more attempts. I wish Paul good luck but in reality this type >> of thing needs a big name to get behind it and distribute/market it. >> >> Well I just wanted to put my ideas on the subject in one place. I'm sure >> it could be a popular and profitable format as the Flight Sim community >has >> proven. >> >> Chris >> >> >

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