Tokyo 21 September
2004
What an amazing week
last one was.
nKprofs course has
diverged from the original plan a bit since I spent a full time week on
physics.
I brought many
things into the tire math model and worked on many little things to make code
and behaviour more consistent and easy to read and understand.
Ifve also started to
use the new data files structure to simulate gextremeh vehicles, from gokarts
to trucks! It is a very good exercise and it gives a lot of insight into possible
inconsistencies of the physic engine.
Work on one of the
nKprofs gofficialh cars has started, and I found myself hooked driving around
looking for a quick lap many (maybe too many ;-) ) times this week since this
car is so addictive to drive on the limit, amazing, usually I donft really
spend a lot of time driving.
New releases for the
Vermin and GT70 MOD team came out too, the 2 teams are getting up to speed
nicely and their experience gives me an invaluable source of ideas and..
ehmmm.. bugs :-P .
I am planning to
introduce the automatic aerodynamic calculations in nKpro v1.0. The original
plan was to include CFD in v2.0 to calculate lift and drag from the car 3D
body. Ifve been spending a lot of time going through aerodynamics books lately
and I might just try to have a go at it before, or just after (release as an
update) v1.0.
Wefre a bit behind
schedule on the graphics department, suspensions rendering is taking a lot of
time to design correctly. The big problem is to decide between a system where
nKpro is responsible of the suspension 3D geometry generation and rendering as
opposed to a system where these 3D objects are imported with the main body 3D
object.
Importing from 3D
has the advantage of being able to create a much more complex suspension
element. The big disadvantages are the complexity in setting up positions and
dimensions so that the 3D perfectly matches the gvirtualh elements of the
physics simulations and the fact that, doing so, the ggraphics guyh becomes
100% responsible of the suspension geometry layout. This could really become a
problem, this means that, if the gphysic guyh will to modify a geometry for
whatever reason he will have to interact with the ggraphicsh guy to make a 3D
to match the new layout, and this is not as easy as the opposite (that is,
matching the layout to the 3D).
I am going for both
of the options, but I really think the gfull 3Dh solution is not the way to go.
nKpro is now able to generate suspensions elements with set dimensions,
texture, bump mapping and so on, it should work just fine for 99% for the
cases, for the remaining 1%, good luck with the full 3d approach ;-).
Documentation and
manual is also taking a constant time everyday, we plan to release a nice and
BIG manual for nKpro, as the ones that used to come out in the early days of
flight simulations and racing simulations.
The documentation
will offer a deep insight into nKfs physics simulation and also into real
racing physics, car setup and so on; I like to think about it as an gadded
valueh to the offer.
I was able to
experience a full week @ full time dedicated to nKpro and I was amazed by how
many things you can get completed when you have the possibility to concentrate
for an entire day with no interruptions, I am so confident for the future but I
will have to wait one more month before this gfull timeh potential can be
delivered.
Ayu rulez
Stefano