Silvia Club of NSW

Why drive when you can drift?
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PostPosted: Thu Oct 25, 2007 2:46 pm 
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Twin T66
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Joined: Tue Jan 23, 2007 7:15 pm
Posts: 1288
Car: 1990 Nissan Silvia
I thought it would be a good idea to have 1 single thread for games in general making it easier to discuss .

I'll start off with one game.

Racer
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Racer is a free cross-platform car simulation project (for non-commercial use), using professional car physics to achieve a realistic feeling and an excellent render engine for graphical realism. Cars, tracks and such can be created relatively easy (compared to other, more closed, driving simulations). The 3D, physics and other file formats are documented. Editors and support programs are also available to get a very customizable and expandable simulator. OpenGL is used for rendering


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It's totally free! (for non-commercial use)
Available for multiple platforms; Windows 2000/XP (95/98/ME may work but have some trouble with fonts), Linux and Mac OS X.
6 DOF chassis movement (the car can move around freely); around 15 DOFs in a total car (wheels/engine/clutch etc).
Uses motion formulae from actual engineering documents from SAE for example.
Incredible flexibility; almost everything is customizable through ASCII files.
Commercial-quality rendering engine (with smoke, skidmarks, sparks, sun, flares, vertex-color lit tracks).
Support for Matlab (log files can be converted into Matlab format for further analysis & processing).
Support for Matrox' Surround Gaming. See the corresponding page on Matrox' site.
Lots of addon cars and tracks available on the web (over 100 tracks & cars).
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 some external utilities like 3D Studio Max are recommended for best results).
Some used algorithms are explained on this site, so this site can be interesting to learn from if you create your own car simulation software. Also, links and references are available.


There's a Large community dedicated to the ongoing development of tracks and car's for the game as you would expect theres a large scale in the quality of work available for Racer.

Currently im playing racer with D1 Cars .. Ken Nomura's Blitz skyline on the Japan Driftland track. It's fairly easy to use game too.

Http://www.racer.nl

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PostPosted: Thu Oct 25, 2007 11:54 pm 
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SilviaNSW Supporter
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Joined: Sun Aug 24, 2003 11:03 pm
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Location: Sydney
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GT4 Dori FTMFW :o :x :-? 8) :oops: :P :o

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PostPosted: Fri Oct 26, 2007 10:46 am 
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Twin T04
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Joined: Fri Jun 16, 2006 6:51 pm
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Location: Rouse Hill, NSW
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hmm interesting, where abouts do I get the different car models from?

EDIT: actually ive had this for ages, I even have driftland at oran park for it :)

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Last edited by reaper on Fri Oct 26, 2007 11:17 am, edited 1 time in total.

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PostPosted: Fri Oct 26, 2007 11:09 am 
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Twin T66
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Joined: Tue Jan 23, 2007 7:15 pm
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Car: 1990 Nissan Silvia
http://www.racer-xtreme.com/

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