IIRC, Sega's Virtua Racing was the first to use a real 3d-style physics and
graphics engine...
Man, now it's evolved to F355 challenge, Super GT, and the 8-player Indy 500
machine at Gameworks (WOOOHOOOOOOO!!!)
--
Kirk Lane
ICQ: 28171652
BRT #187
"I read dead Russian authors volumes at a time
I write everything down except what's on my mind
'Cause my greatest fear is the sucking sound
And then I know I'll never get back out"
-'Narcolepsy', Third Eye Blind
> > Anyone remember Atari's "Hard Drivin" and "Race Drivin" ?
> > I think these were the first two to use real-life physics and
> > force-feedback.
> Nice to see a post from someone with a good memory! Afaik you are right
> about the physics and ff -- we (Milliken Research) sold source for one of
> our industrial vehicle dynamics simulations (it did not run in realtime)
to
> Atari. My friend at Atari re-coded it to run realtime on one of the
> processors in the game. Both of those games were multi-processor (maybe 5
> microprocessors?, I don't remember anymore), required to get (very roughly
> speaking) the equivalent power of a PC from a couple of years ago.
> I've still got my "Race Drivin" in the garage, I've found that it is a
good
> way to get myself warmed up before I go out to test-drive real cars. I
> used to use a 125cc dirt bike for this purpose, but with "advancing age"
> the crashes started to hurt too much.
> The next generation game/simulator (developed by many of the same people)
is:
> <[link lost in import]>
> (hopefully) coming to a city near you, in the near future.
> -- Doug
> Milliken Research Associates Inc.
> > > I just played Sega's new Coin-op called "F355 Challenge", or
something
> > > like that. It was pretty darn fun for a coin-op simulator. 3
> Now you've got me curious -- do you remember when Virtua Racing was
> released? The first Atari "Hard Drivin" was in arcades in early 1989, with
> 3d physics (loop-the-loop, realistic cornering, etc), 3d polygon graphics
> (drive anywhere in a 3d database) and force feedback (they even have a
> patent on force feedback steering for video games).
> -- Doug Milliken
My wallet still remembers! We used to ide our /bikes mopeds for 15 mins to get to
the local arcade, and queue up all day to spend our weekly allowance. I remember
the car as being a bit understeered, and the physics when "taking off" were great.
Liked the short course best though, but this was maybe in the sequel...chasing the
computer car was great!
Matt
--
---------------------------------
Matthew B. Knutsen
The GPL Preservation Society
http://www.gpl.electra.no
-- GPLEA Member --
Cheek Racing Cars;
http://www.cheekracing.electra.no


































