Mintmaster
Veteran
It has nothing to do with being a car nut or not. It has to do with understanding how physics work in a car sim, and understanding what can tax a CPU.No, nothing YOU describe involves any of these. You simply state that x is sufficient to obtain convincing realism, and I state that y is required to obtian convincing realism. We disagree in that regard. There have been several years that 95% of my considerable amount of gametime was devoted to Gran Turismo and I come from a family of car-nuts, so it may well be that I am more demanding that way though.
You said y is required, and I'm telling you that y doesn't need any graph traversal, searching, iteration, etc. I have no problem with accepting that those factors you mentioned are needed for realism. Nonetheless, you haven't given me one single example of a computationally intensive task.
If you can write a car simulator that knows when a wheel is off the track, then it is locating the surface parameters. Clearly the strength of PD is not knowing where a wheel is on the track (every driving sim can do that), but what to do with the information you have about the position.Yes, but the whole discussion is moot when you think you can separate that bit from the 'rest'.
When I say driving physics, I'm referring to everything that makes Gran Turismo handle differently from, say, Ridge Racer. Both games do collision detection (although collision reaction is handled differently), do rendering, do AI, know when a wheel is off the track, how far the ground is, etc.
The driving physics are what determine the character of the car and how it reacts to the road and user input. It's what separate the men from the boys. It's very hard to model, but once you do, it's easy to calculate.
I have no idea what you're trying to say here. A car is a rigid body. All you need is the mass, centre of gravity, and moment of inertia tensor as parameters. It doesn't matter how the mass is distributed around the car. This is indisputable physics.So forward motion of the different weighted and 3d positioned objects do not matter here, you say, and I disagree.
I am not working in the field, actually. I did the car simulation as a hobby, and the physics engine was for a startup that has now disbanded. However, I have more than enough experience from that as well as a very good understanding of physics (if you or phat want to know how good, PM me) to be very confident in these claims.I know you on this forum and on the one hand I appreciate having a discussion with a fellow programmer who is working in a field I would love to be working in, but on the other hand it is a shame that you are so convinced of your own viewpoints that the discussion will probably remain one-way for a long time yet.
This is not just opinion that I'm spewing. It is fact based on first-hand experience.