kennythebomb
Wow, I didn't know the physics behind it or how it worked at all. Thanks for the explanation. So even if your speed and trajectory are correct, it won't work every time because it works on a timed sequence!
Exactly, most of the time the physics engine gets to run at fixed intervals, so you have to be right there right when the engine is going to run. The way collision detection is done is also playing a role in this. Let's say if the car is found to be behind the limit, the physics engine could 'run time backwards' and try to figure out when and where the collision actualy occured, put your car back to this position and bounce it.
kennythebomb
So - this means that with the increased power of the PS3, GT5 probably won't have this 'problem' at all....
Well I would say this 'problem' will probably be nearly impossible to come across but not eliminated. It's all about how fast the physics engine is running, and how precise the collision detection is. I think that the physics engine we developed for VRally3 was running at something around 5ms (If my memory is ok).
The PS3 will make things easier as you will have several processors (let's say 8 SPEs), let's imagine how we could use these SPEs :
- A couple of them will most probably be in charge of the 3D pipeline (let's say 3).
- Another could be doing all the DSP work for the sound.
- Another one could be in charge of keeping the DVD busy streaming data.
- Let's use one for all the I/O things (USB, network, whatever,...)
So we end up having 2 SPEs left in this example, that could be doing the physics. And the main PPC processor would still be available for some jobs, and would be sending command packets to these SPEs, making sure everyone is busy.
On the X360 things would not be implemented this way as the machine architecture is completely different. Welcome to the world of the video games programmers!
You can find some info here (you may have to create a gamasutra account, it's free) :
Collision detection :
http://www.gamasutra.com/features/19991018/Gomez_1.htm
Boundary boxes :
http://www.gamasutra.com/features/20000203/lander_01.htm
A book about all this :
Info about the PS3 processor :
http://www.anandtech.com/cpuchipsets/showdoc.aspx?i=2379&p=3
PhM