Thursday, May 6, 2010
Aerodynamics
I really want to add a simple cfd wind tunnel to the game to help generate accurate aerodynamic data for the user created models. This has totally sucked up all my time. So far I've implemented a simple 2d cfd solver based on pretty simple eulerian grid methods... it works great! too bad... you run into the problem of meshing - which may put extra constraints on what user created content can and can not go into the game (for example, the typical meshes for continuum based cfd require a fairly uniform original mesh to work well and fully closed surfaces to work at all). I don't want to code my own meshing tools either... seems... hard. So I've been delving in mesh-free Lagrangian technique for simulating fluid and after much failure I got some cool results!
Monday, April 19, 2010
low poly car model
physics details
Here are some of the current physics features fully or nearly fully done:
arbitrary suspensions full physical modeling
- live axles, multi-link, double a-arms, struts, etc
- unsprung weight, anti-dive, anti-squat fully modeled
- deflection fully modeled
pacejka 98 tyre formula
- fairly accurate tyre model at medium-high speeds
- depends highly on test data available
flexible tyre carcass
- realistic dynamic steering response
arbitrary suspensions full physical modeling
- live axles, multi-link, double a-arms, struts, etc
- unsprung weight, anti-dive, anti-squat fully modeled
- deflection fully modeled
pacejka 98 tyre formula
- fairly accurate tyre model at medium-high speeds
- depends highly on test data available
flexible tyre carcass
- realistic dynamic steering response
Free Racing Game
I am writing this blog about a racing game I am making in my spare time. When it's somewhat playable I'll start releasing it for free.
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