Hi,
I recently went down the same road, too. I think the choice of DirectX
is an obvious one, especially since it caters not only to the 3d cards
but also of the sound and networking. One could use OpenGL instead, but
since MS sadly didn't accept it as standard in Windows, it is not as
well supported.
A very good book on race car dynamics is Milliken & Milliken's 'Race Car
Vehicle Dynamics' (ISBN: 1560915269), but you would also need a book
that covers rigid body dynamics if you are not thoroughly familiar with
the topic. I can recomend H. Goldstein, Classical Mechanics (ISBN:
0-201-02918-9) that can be consider as one of the standard books in some
university physics courses, so it should be pretty easy to find it in
dedicated libraries.
I don't have any experience with programming DirectX, I am just starting
to learn (I only got as far as to initalize the 3D sreen so far :) ). If
you are still learning, too, perhaps we can discuss some more over
e-mail.
I hope I was able to help a bit,
-Gregor
[email hidden] (Jo Helsen) wrote:
Yeah, me too <g>
Remco
Quoted text (11 lines)
>On Thu, 30 Mar 2000 09:38:00 GMT, "Harjan Brand" <[email hidden]> >wrote: > >>After reading some posts lasts week about open source sims being created by >>a group I got very interested in giving it a try myself. So since several >>days I've done quite some reading and trying and everything is coming to >>quite slowly. It's all in a very early stage but can you guys just give me >>some >> >> >Oh no! Now everybody is going for his own sim! ;-)After reading some posts lasts week about open source sims being created by
a group I got very interested in giving it a try myself. So since several
days I've done quite some reading and trying and everything is coming to
quite slowly. It's all in a very early stage but can you guys just give me
some
After reading some posts lasts week about open source sims being created by
a group I got very interested in giving it a try myself. So since several
days I've done quite some reading and trying and everything is coming to me
quite slowly. It's all in a very early stage but can you guys just give me
some advice on a few subjects. This will never go commercial since my
knowledge is just far too little, especially on 3d-programming. I just hope
you guys can help me out on this steep learning curve.
First of all could someone pass me the address of Nunnini's setup page, it
contains some physics which I intend on using. And other links on racing car
physics are welcome ofcourse (good books as well).
I've got no experience with track files at all, what do they contain
exactly? When using DirectX could a track be made of just one big .x file
(so a converted 3ds studio)? Is there any usable track editor out there
which format I could easily use for my project?
So far I've set some goals of what I would like to achieve:
First of all I want this car driving on a drag strip.I'll try to model every
sensible component that I can (I've already dropped the engine, it's just a
matrix of revs, torque and power and some other variables now). I'll keep on
using that drag strip untill the physics are somewhat finished. By that time
I hope there will be a good way (and fairly easy one) to make tracks.
It will be open source, using Direct3D (I know it's not the best way, but
most books about directsound and directplay have a large portion covering
it, so costwise it's somewhat better.), modelling one Formula Ford car (no
AI), physics will go as far as my knowledge (and in the future maybe others)
will let it go, TCP-IP multiplayer.
As you see it's quite prestigious for someone with my experience, but it's
just to learn some new things and see what difficulties developers face when
making sims. I now have even ten times more respect for Papy creating GPL,
it's absolutely amazing how they have dealt with all those difficulties.
Please just post everything you know, I need the information badly.
On Thu, 30 Mar 2000 09:38:00 GMT, "Harjan Brand" <[email hidden]>
wrote:
Oh no! Now everybody is going for his own sim! ;-)
Harjan, all the luck with your project, but this could be a
potentially negative evolution.. There aren't a *thousand* really
talented people out there with enough time to help developing a whole
ZOO of open source sims. So if they have to divide their attention
between 2-3 instead of 1 project, it probably doesn't help the
quality?
What about anticipating to this? Maybe contact Paul Hoad and
concentrate on a seperate physics engine, but with standard interfaces
so it could use the same format for objects,carshapes,textures, tracks
etc.? Or at least try to work out some tools for easy conversion?
Just an idea...
JoH
Quoted text (7 lines)
>After reading some posts lasts week about open source sims being created by >a group I got very interested in giving it a try myself. So since several >days I've done quite some reading and trying and everything is coming to >quite slowly. It's all in a very early stage but can you guys just give me >some > >I fully understand what you mean Jo, but starting my own project is the only
way for me to get enough knowledge to be of any use to somebody else.
At the moment I wouldn't have a lot to offer to Paul, maybe somewhere along
the development we can come together.
My goal is to create a good editable physics engine with a nice 3d-engine
which offers the possibilty to all online artists to create objects,
textures and tracks. I'll contact Paul to ask what his plans are with these
formats.
The problem with these things is that most people quit their project after
some months hard work. Leaving the rest of the group in despair. To avoid
this I plan on doing most of the things myself, with preferably the
help/information of others. That way I want to create some sort of a
platform from where others can join in and customize the project.
I also realize there's a big change of myself quitting after a couple of
moments, but at least it won't affect others. So please just support me and
tell me everything there is to know on this subject, because I need the
support.
Harjan.
"Jo Helsen" <[email hidden]> wrote in message
news:[email hidden]...
> On Thu, 30 Mar 2000 09:38:00 GMT, "Harjan Brand" <[email hidden]>
> wrote:
>
> >After reading some posts lasts week about open source sims being createdby
> >a group I got very interested in giving it a try myself. So since several
> >days I've done quite some reading and trying and everything is coming to
> >quite slowly. It's all in a very early stage but can you guys just giveme
Quoted text (22 lines)
> >some > > > > > Oh no! Now everybody is going for his own sim! ;-) > > Harjan, all the luck with your project, but this could be a > potentially negative evolution.. There aren't a *thousand* really > talented people out there with enough time to help developing a whole > ZOO of open source sims. So if they have to divide their attention > between 2-3 instead of 1 project, it probably doesn't help the > quality? > > What about anticipating to this? Maybe contact Paul Hoad and > concentrate on a seperate physics engine, but with standard interfaces > so it could use the same format for objects,carshapes,textures, tracks > etc.? Or at least try to work out some tools for easy conversion? > > Just an idea... > > JoH > >On Thu, 30 Mar 2000 13:18:16 GMT, "Harjan Brand" <[email hidden]>
wrote:
Unfortunately, I don't have the tiniest clue about anything that is
needed to develop a sim <G>
I can be testdriver, and that will be all I'm afraid.
JoH
Quoted text (20 lines)
>I fully understand what you mean Jo, but starting my own project is the only >way for me to get enough knowledge to be of any use to somebody else. >At the moment I wouldn't have a lot to offer to Paul, maybe somewhere along >the development we can come together. >My goal is to create a good editable physics engine with a nice 3d-engine >which offers the possibilty to all online artists to create objects, >textures and tracks. I'll contact Paul to ask what his plans are with these >formats. > >The problem with these things is that most people quit their project after >some months hard work. Leaving the rest of the group in despair. To avoid >this I plan on doing most of the things myself, with preferably the >help/information of others. That way I want to create some sort of a >platform from where others can join in and customize the project. >I also realize there's a big change of myself quitting after a couple of >moments, but at least it won't affect others. So please just support me and >tell me everything there is to know on this subject, because I need the >support. > >Harjan.I am sure there will no shortage of test driver requests for your sim,
Harjan :)
Sorry to hear about the Audi drive.
A colleague (slow driver) had a corporate day out driving various Audis &
others - at a Palmer run location (Bedford?). Anyway the finale was a
Formula Palmer Audi drive - boy was I envious :(
Tony
"Harjan Brand" <[email hidden]> wrote in message
news:CALE4.2339$[email hidden]...
> The problem is test driving is probably the one thing I'm really made for
> too. As you might probably know I've done quite some Formula Ford tests,and
> recently I've driven a Formula Palmer Audi (I have to admit it was a
> complete disaster, I don't know why but I just wasn't myself)
>
The problem is test driving is probably the one thing I'm really made for
too. As you might probably know I've done quite some Formula Ford tests, and
recently I've driven a Formula Palmer Audi (I have to admit it was a
complete disaster, I don't know why but I just wasn't myself)
"Jo Helsen" <[email hidden]> wrote in message
news:[email hidden]...
> On Thu, 30 Mar 2000 13:18:16 GMT, "Harjan Brand" <[email hidden]>
> wrote:
>
> >I fully understand what you mean Jo, but starting my own project is theonly
> >way for me to get enough knowledge to be of any use to somebody else.
> >At the moment I wouldn't have a lot to offer to Paul, maybe somewherealong
> >the development we can come together.
> >My goal is to create a good editable physics engine with a nice 3d-engine
> >which offers the possibilty to all online artists to create objects,
> >textures and tracks. I'll contact Paul to ask what his plans are withthese
> >formats.
> >
> >The problem with these things is that most people quit their projectafter
> >some months hard work. Leaving the rest of the group in despair. To avoid
> >this I plan on doing most of the things myself, with preferably the
> >help/information of others. That way I want to create some sort of a
> >platform from where others can join in and customize the project.
> >I also realize there's a big change of myself quitting after a couple of
> >moments, but at least it won't affect others. So please just support meand
Quoted text (13 lines)
> >tell me everything there is to know on this subject, because I need the > >support. > > > >Harjan. > > Unfortunately, I don't have the tiniest clue about anything that is > needed to develop a sim <G> > > I can be testdriver, and that will be all I'm afraid. > > JoH > >
On Thu, 30 Mar 2000, Gregor Veble wrote:
> A very good book on race car dynamics is Milliken & Milliken's 'Race Car
> Vehicle Dynamics' (ISBN: 1560915269), but you would also need a book
> that covers rigid body dynamics if you are not thoroughly familiar with
> the topic. I can recomend H. Goldstein, Classical Mechanics (ISBN:
> 0-201-02918-9) that can be consider as one of the standard books in some
Thank you for the "plug"! We have also written a companion "Workbook"
which includes problems and, at the end, a list of references/textbooks for
various related topics. If you order both at one time, you get a reduced
price (still quite expensive, like most textbooks).
Best place to order is probably from SAE, the publishers. I think this
link is still good: <http://www.sae.org/products/books/R-146.htm>.
If you pay by credit card they give reduced shipping price.
Good luck (to the original poster) with this project -- it is ambitious,
and you will learn a lot (no matter how far you are able to go).
-- Doug
Douglas Milliken <[email hidden]>
Milliken Research Associates Inc.
"Harjan Brand" <[email hidden]> wrote:
>First of all could someone pass me the address of Nunnini's setup page, it
>contains some physics which I intend on using.
http://nunnini.homepage.com/
>And other links on racing car
>physics are welcome ofcourse (good books as well).
Book:
Milliken & Milliken's 'Race Car Vehicle Dynamics" ISBN:1-56091-526-9
Links:
Physics:
http://www.psky.com/
http://www.nas.nasa.gov/Services/Education/Resources/TeacherWork/RaceCar/Aerodynamics_In_Car_Racing.html
http://www.d6.com/users/checker/
http://members.home.net/rck/phor/index.html
http://www.techreview.com/articles/oct99/cavanaugh.htm
http://www.sae.org/
http://www.jasc.com/
http://www.cs.berkeley.edu/~mirtich/massProps.html
http://www.magic-software.com/gr_misc.htm
http://www.cs.cmu.edu/~baraff/sigcourse/index.html
http://aerodyn.org/Annexes/Racing/racing.html
Fileformats:
http://www.wotsit.org/
You need to create your own trackformat. Forget the X-file format, you
better create your own. (Although you CAN use Xfiles in D3DIM, and the
Xfile format is documented. And there is a conversiontool X<->3DS. But
in the end, I think you'll go to use your own file format anyway...)
I think you'll come to the conclusion you've to create a trackeditor
yourself, al be it in the form of multiple tools or in a full blown
WYSIWYG version. With the latter you enable others to create tracks.
>It will be open source, using Direct3D (I know it's not the best way, but
>most books about directsound and directplay have a large portion covering
>it, so costwise it's somewhat better.), modelling one Formula Ford car (no
>AI), physics will go as far as my knowledge (and in the future maybe others)
>will let it go, TCP-IP multiplayer.
I think that DirectX is the best way to go if you want to reach the
most videocards. Since you're not planning to go commercial, you also
can use Glide or OpenGL. For my own project I decided to use DirectX7.
As you said, DirectPlay is good for multiplay. And as a bonus, an
example of DirectSound in the Dx7 SDK, when used with a GPL engine
sound, produces the same result as in GPL.
Also, an example of DirectInput in the Dx7 SDK is already usuable, and
include ForceFeedback.
Tools:
Go for VC6 and the DirectX7 SDK.
Tips:
Don't use the D3D Retain mode, go for the Immediate mode. Also take a
look to the D3DX functions. When you start, start with D3D. You need a
lot of what you learn there in the other parts of your project.
Concentrate on views, models, lights and materials.
After that, focus on timing. You need to update the physics x times a
second, and for a good result you need at least 250Hz. (GPL uses 288
Hz). You also need to find out when to update the display. Remember, a
smooth framerate is better then a fast framerate. (100 FPS is no good
when those 100 frames are displayed in the first halve of a second, if
in the next halve there are no frames at all)
Now you can do graphics, and you've thought about the timing. Time for
the physics. IMO better go for real physics (6DOF), don't start with
faking the car behaviour. Focus on Rigid Body Dynamics. See my links
for some information on physics. You will like the first one...
Only now you can start on designing/coding your program. You can
probably reuse some code you wrote while learning the concepts.
The Sound, Controller, User Interface and Networkcode is next, but
that will be a breeze if you've the other stuff working. Oh, before I
forget, you need math...loads of it <g>
Hope this was any help....
Success!
Remco
PS
You can follow the status of my project on:
http://www.rmoedt.cistron.nl/
I'm still in the Direct3D stage, playing with views. So, no need to
visit that page if you're only interested in driving a car...warned
ya!


































