Hi, I'm new...

  • Thread starter oozeymc
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Originally posted by oozeymc
No - 'rude posts'.

It doesn't require an apostophe.

Didnt realise you need to be an A grade student to post here.
You better watch out for some of my posts as im Dyslexic (sp?)

Never mind the fact that I actually left school with the following:
O levels: English language, english literature, Physics, Maths, Computer science, Technical Drawing, Economics.
A level: Economics & Computer science.

Passed all these with high grades despite my written language problems, so why you feel the need to nit pick is beyond me:

P.S I always thought it was APOSTROPHE not apostophe:lol:
 
Is this an english lesson here people? No? Then don't begin a speach about the subject. As for tire marks, I really don't care, GT3 seems almost perfect to me, so I do so hope KY does everything he can to keep that level of perfection for GT4, but knowing him I don't have to worry now do I?
 
hmmm....i'm having a bad feeling that this is actually true! It's almost like every new member is FORCED to start a thread like that!



GO HOLLAND!!! THRUE TO THE QUARTER-FINALS!!!!
 
Eagle
There is. However, that's not real. In real racing rubber gets layed down and stays down, for the most part. So having skids disppear would be unrealistic, and thus, KY won't allow it. He takes a very all or nothing approach to including aspects, it's either done 100% or it's dropped.

I don't know if I buy that. There was an attempt at damage in GT2, and that certainly wasn't done "all or nothing". Surely a middle ground could be found regarding skid marks. I mean, if memory can be used up keeping track of dirty oil and dirty cars (need of car wash), then surely a few skid marks could be temporarily maintained for the length of a single race. The point about grip and "marbles" are valid, but I think that's at an extreme end of the pendulum. Laying a strip after hammering the gas after a spin, or leaving an inside tire mark after locking up a wheel before a turn would be a nice compromise IMHO.
 
Both the oil and the "dirtiness" of the car were simple variables stored in the car's data file. These values just changed from say 100 for maximum shine/clean oil, down to 0 for minimum shine/dirty oil. The point is that these were just numbers for the game code - the game looked at these numbers and then multiplied them in somewhere else. The shinyness was multiplied into rendering the car, the oil was multiplied into the BHP figure. It's like, one line of code calling on these things and a few more to actually change them.

However, with skid marks, you need to decide on a few things:
- Are you going to have different colours/consistencies, or just one generic black streak?
- How accurately are you going to track the skid?

Now, I imagine you don't want a chunk of a rhombus for your skid mark, you want a curve matching where the car went. In which case, you're going to need an algorithm that tracks when any of your four tyres break traction - that's fine, that's already there to know when to generate tyre smoke. So, we just need to expand that to lay down "rubber". To get anything like a realistic shape, individual rectangular segments of rubber couldn't be more than about 1cm long in the game world.

Let's say we have a car sliding around a corner at 80km/h. At 80km/h, you travel just over 22 metres per second, or roughly 2,222 centimetres per second. So for every second the car slides, we have to make another 2,222 calculations per tyre, so for four tyres, that's 8,888 calculations per second. Rectangles will be the simplest shape to draw, so we're going to need the 4 coordinates for the corners of the rectangle: 35,552 calculations a second now. On top of that, since we're only drawing the screen 60 times a second, we're going to have to store that data somewhere until the next draw pass.

When you take into account the extra routines to actually draw the "rubber", then you can get even more pedantic and calcualte individual tyre widths, both "stock" or under compression as the wheel warps with pressure, different textures/consistencies for the "rubber", it quickly becomes a logistical nightmare.

Damage in GT2... yeah, that was an interesting blip on the radar.
 
^ too much math in that post :sly:

i agree with eagle that to do skid marks properly there's a lot more calculations involved than keeping track of "dirty" oil. I for one would rather have the 500+ cars and 50+ tracks then marks on the ground... besides the idea in clean line racing would be not to leave skid marks. I mean even in drag racing the whole idea of the 'burnout' part is to heat up the tires so in the race they don't leave skid marks... b/c skidding is a loss of traction which takes away from your time.
 
Eagle, I really appreciate all the information you provided in your reply. I have absolutely NO idea what goes into making things happen in these games, therefore my ideas often arn't as simple (or possible) as I sometimes think. In my mind, I was thinking that something that was only required to last for the term of a single race would take less resources than something that would have to be kept track of and carried over to other races. This seemed like it would take more resources because it had to be "remembered". Thanks again for helping me understand a bit more about how games operate. tup:
 
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