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  Title: Richard Burns Rally Physics Explained
User's Article Rating: 7.16
Number of views: 35927
Users's Comments / Reviews: 43
Article Author: SCi Entertainment Group PLC
Date posted: 28-06-2004
Pages: 1 / 4
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Richard Burns Rally Physics Explained

Introduction

Richard Burns Rally incorporates an unprecedented level of physics programming in pursuit of achieving the most accurate simulation of real life rallying to date. We have built a physics model that produces real-time vehicle dynamics to a quality unseen in existing rally titles. Our aim has been to create a gameplay experience that comes as close as possible to driving a real life 300 horse power A8 class rally car. We have approached this aim with three fundamental design goals in mind � a realistic handling system, realistic wear and a damage model that actually affects the handling of the car.

To achieve this we have identified the key components of a real life rally car, and modelled them as close to reality as possible. What follows is an explanation of each of these components and how they impact on the player�s experience.


Multi Body System

Existing rally games are largely based on a single body system. This presumes that each tyre doesn�t have its own individual mass; therefore a tyre will stick to the ground until enough force is generated to lift the entire car off the surface

Our model is based on a multi body system, where each wheel is given its own mass and therefore moves realistically over uneaven road surfaces. Each wheel works independently, reacting individually to the ground features it is driven across.

For the player, this means that the slightest change in road surface will be detectable in the car's handling, so the player will feel potholes, rocks and even road camber as they drive.





Tyre Model

Our game engine uses a slip-based model, often used within the vehicle industry. This accurately calculates the amount of �slip� a tyre will incur when cornering. The engine in Richard Burns Rally calculates this slip in real time, factoring in wear on the tyre, ground surface material and tyre pressure.

The result is a realistic handling experience in all driving conditions. Additionally, if the player makes changes to the tyre specification of his car, or if he wears his tyres as he progresses through a rally the effects on handling will be calculated �on the fly�, rather than according to pre-set calculations.

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