http://warp2search.net/modules.php?name=News&file=article&sid=13539
Racer 0.5 - Free Car Race Simulation
Racer is a free (for non-commercial use), car simulation project using
professional car physics papers to achieve a realistic feeling. Cars,
tracks and such can be created relatively easy (compared to other,
more closed, driving simulations). The 3D and other file formats are,
or should be, documented. Editors and support programs are also
available to get a very customizable and expandable simulator. OpenGL
is used for rendering.
Click on the picture for a first screenshot or read more for features,
screenshots and download.
WHAT IS IT?
Racer is a free car simulation project, using real car physics
to get a realistic feeling. Cars, tracks, scenes and such can be
created with relative simplicity in mind (compared to other driving
simulations). The 3D and other file formats are, or should be,
documented. Editors and support programs are also available to get a
very flexible and expandable simulator. It uses OpenGL for rendering.
It attempts to do well at the physics section, trying to create
life-like cars to emphasize car control and doesn't cut back on
realism in the interest of fun. If you've played Grand Prix Legends
from Papyrus, you'll know what
FEATURES:
* It's totally free! (for non-commercial use) Available for
multiple platforms; Windows, Linux and Mac OS X.
* 6 DOF models used (the car can move around freely)
* Uses motion formulae from actual engineering documents from SAE
for example.
* Total flexibility; almost everything is customizable through
ASCII files.
* Commercial-quality rendering engine (with smoke, skidmarks,
sparks, sun, flares, vertex-color lit tracks).
* Support for Matrox' Surround Gaming. See the corresponding page
on Matrox' site.
* Lots of addon cars and tracks available on the web.
* Easy integration of your own cars and tracks that you create in
ZModeler, 3D Studio Max(tm), Maya etc.
* At least 15 degrees of freedom for a regular car (6 DOF for the
car body, 1 for each wheel's vertical motion and 1 for each wheel
spinning, and 1 for the engine, several more for the driveline).
Depending actually on how many wheels you put on the car.
* Real-time internal clock; no physical dependency on framerate.
Controller updates are also done independently of the framerate.
* Not limited to 4 wheels; anything from 2 to 8 wheel vehicles are
currently supported (but mostly untested, and some problems with
hardcoded differentials for example may exist (v0.5.0)).
* Not much constraints on the track data; surface info is taken
from polygon data (VRML tracks), and splines are used to smooth out
the track surface (polygons are too harsh for driving on just like
that).
* Tools to modify the cars & tracks are freely available on this
site (though external utilities are recommended for best results).
* Some used algorithms are explained on this site. Also,
references are available. If you are programming a carsim, you might
find something useful here.
* Save game present! ;-)
On 30 Jul 2003 10:39:07 -0700, [email hidden] (Aron Hubbard)
wrote:
>http://warp2search.net/modules.php?name=News&file=article&sid=13539
>
>Racer 0.5 - Free Car Race Simulation
Never heard of it...
Jason
(It was either that or 'it's no GPL')
In article <[email hidden]>,
[email hidden] Aron Hubbard says...
> http://warp2search.net/modules.php?name=News&file=article&sid=13539
>
> Racer 0.5 - Free Car Race Simulation
Tried it, didn't like it much, but it was a long time ago.
--
Never underestimate the power of stupid people in large groups.
ICQ: 138579247
"Aron Hubbard" <[email hidden]> wrote in message
news:[email hidden]...
> http://warp2search.net/modules.php?name=News&file=article&sid=13539
>
> Racer 0.5 - Free Car Race Simulation
http://forum.racesimcentral.com/forumdisplay.php?s=&forumid=111
Should tell you all you need to know. It's a great project with real
potential imo, but there's alot of work still to be done. It's been around
for literally years so a google groups search of this group will give you
loads of info too.
Malc.
You've seen the site, I presume?
http://www.racer.nl/
This is one of the few sims that is cross platform (works on Mac OS X,
Linux and Windows). Supports FF. I've enjoyed it. Ruud is also very
helpful. Check the web site.
Jim
Aron Hubbard wrote:
Quoted text (66 lines)
>http://warp2search.net/modules.php?name=News&file=article&sid=13539 > >Racer 0.5 - Free Car Race Simulation > >Racer is a free (for non-commercial use), car simulation project using >professional car physics papers to achieve a realistic feeling. Cars, >tracks and such can be created relatively easy (compared to other, >more closed, driving simulations). The 3D and other file formats are, >or should be, documented. Editors and support programs are also >available to get a very customizable and expandable simulator. OpenGL >is used for rendering. > >Click on the picture for a first screenshot or read more for features, >screenshots and download. > >WHAT IS IT? > > Racer is a free car simulation project, using real car physics >to get a realistic feeling. Cars, tracks, scenes and such can be >created with relative simplicity in mind (compared to other driving >simulations). The 3D and other file formats are, or should be, >documented. Editors and support programs are also available to get a >very flexible and expandable simulator. It uses OpenGL for rendering. > > It attempts to do well at the physics section, trying to create >life-like cars to emphasize car control and doesn't cut back on >realism in the interest of fun. If you've played Grand Prix Legends >from Papyrus, you'll know what > >FEATURES: > > * It's totally free! (for non-commercial use) Available for >multiple platforms; Windows, Linux and Mac OS X. > * 6 DOF models used (the car can move around freely) > * Uses motion formulae from actual engineering documents from SAE >for example. > * Total flexibility; almost everything is customizable through >ASCII files. > * Commercial-quality rendering engine (with smoke, skidmarks, >sparks, sun, flares, vertex-color lit tracks). > * Support for Matrox' Surround Gaming. See the corresponding page >on Matrox' site. > * Lots of addon cars and tracks available on the web. > * Easy integration of your own cars and tracks that you create in >ZModeler, 3D Studio Max(tm), Maya etc. > * At least 15 degrees of freedom for a regular car (6 DOF for the >car body, 1 for each wheel's vertical motion and 1 for each wheel >spinning, and 1 for the engine, several more for the driveline). >Depending actually on how many wheels you put on the car. > * Real-time internal clock; no physical dependency on framerate. >Controller updates are also done independently of the framerate. > * Not limited to 4 wheels; anything from 2 to 8 wheel vehicles are >currently supported (but mostly untested, and some problems with >hardcoded differentials for example may exist (v0.5.0)). > * Not much constraints on the track data; surface info is taken >from polygon data (VRML tracks), and splines are used to smooth out >the track surface (polygons are too harsh for driving on just like >that). > * Tools to modify the cars & tracks are freely available on this >site (though external utilities are recommended for best results). > * Some used algorithms are explained on this site. Also, >references are available. If you are programming a carsim, you might >find something useful here. > * Save game present! ;-) > >Thanks for the replies gang, I'll check it out some time.
[email hidden] (Aron Hubbard) wrote in message news:<[email hidden]>...
Quoted text (64 lines)
> http://warp2search.net/modules.php?name=News&file=article&sid=13539 > > Racer 0.5 - Free Car Race Simulation > > Racer is a free (for non-commercial use), car simulation project using > professional car physics papers to achieve a realistic feeling. Cars, > tracks and such can be created relatively easy (compared to other, > more closed, driving simulations). The 3D and other file formats are, > or should be, documented. Editors and support programs are also > available to get a very customizable and expandable simulator. OpenGL > is used for rendering. > > Click on the picture for a first screenshot or read more for features, > screenshots and download. > > WHAT IS IT? > > Racer is a free car simulation project, using real car physics > to get a realistic feeling. Cars, tracks, scenes and such can be > created with relative simplicity in mind (compared to other driving > simulations). The 3D and other file formats are, or should be, > documented. Editors and support programs are also available to get a > very flexible and expandable simulator. It uses OpenGL for rendering. > > It attempts to do well at the physics section, trying to create > life-like cars to emphasize car control and doesn't cut back on > realism in the interest of fun. If you've played Grand Prix Legends > from Papyrus, you'll know what > > FEATURES: > > * It's totally free! (for non-commercial use) Available for > multiple platforms; Windows, Linux and Mac OS X. > * 6 DOF models used (the car can move around freely) > * Uses motion formulae from actual engineering documents from SAE > for example. > * Total flexibility; almost everything is customizable through > ASCII files. > * Commercial-quality rendering engine (with smoke, skidmarks, > sparks, sun, flares, vertex-color lit tracks). > * Support for Matrox' Surround Gaming. See the corresponding page > on Matrox' site. > * Lots of addon cars and tracks available on the web. > * Easy integration of your own cars and tracks that you create in > ZModeler, 3D Studio Max(tm), Maya etc. > * At least 15 degrees of freedom for a regular car (6 DOF for the > car body, 1 for each wheel's vertical motion and 1 for each wheel > spinning, and 1 for the engine, several more for the driveline). > Depending actually on how many wheels you put on the car. > * Real-time internal clock; no physical dependency on framerate. > Controller updates are also done independently of the framerate. > * Not limited to 4 wheels; anything from 2 to 8 wheel vehicles are > currently supported (but mostly untested, and some problems with > hardcoded differentials for example may exist (v0.5.0)). > * Not much constraints on the track data; surface info is taken > from polygon data (VRML tracks), and splines are used to smooth out > the track surface (polygons are too harsh for driving on just like > that). > * Tools to modify the cars & tracks are freely available on this > site (though external utilities are recommended for best results). > * Some used algorithms are explained on this site. Also, > references are available. If you are programming a carsim, you might > find something useful here. > * Save game present! ;-)On 30 Jul 2003 10:39:07 -0700, [email hidden] (Aron Hubbard) wrote:
>http://warp2search.net/modules.php?name=News&file=article&sid=13539
>
>Racer 0.5 - Free Car Race Simulation
>Just tried it the other way, but it keeps rebooting my PC after loading the
track...
--
__________ ____---____ Marco Antonio Checa Funcke
\_________D /-/---_----' Santiago de Surco, Lima, Peru
_H__/_/ http://machf.tripod.com
'-_____|(
remove the "no_me_j." and "sons.of." parts before replying
On Thu, 31 Jul 2003 21:02:46 -0500, machf <[email hidden]> wrote:
Oops, that should be "the other *day*"...
--
__________ ____---____ Marco Antonio Checa Funcke
\_________D /-/---_----' Santiago de Surco, Lima, Peru
_H__/_/ http://machf.tripod.com
'-_____|(
remove the "no_me_j." and "sons.of." parts before replying


































