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TireSimV2

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Uploaded by on Nov 28, 2009

After several improvements it is time for an update. The tire is now textured, lit, has a rim model and the rendering is done via HLSL shaders. The Point Mass System which keeps the tire intact after deforming, has been greatly optimized, running at less than 10% the previous versions. This is due to reduced spring counts.

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Gaming

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Uploader Comments (blackbird04217)

  • you have to form your tyre 3D and with non-linear elasticity, that's all too flat. you would even need a pressure simulation, but then you'll go more and more to FEM.

  • The elasticity is not linear; at least in the sense of the forces. They grow and pull depending how far the spring is compressed/stretched. The tires is formed in 3D, I don't quite understand what you mean by this statement.

    As far as the pressure simulation, you are correct - the springs do not gain pressure when other springs are compressed, so the tire does not behave as if it was filled with air. Please explain what you mean by it is all too flat and the tire needs to be formed in 3D?

  • hello!

    first of all, what is the intention for this wireframe, so i would know in what direction we talk further? some bouncing lines? they are 1D vectors independent of each other line, no 3D fluid. only 3D i see is the display. the "material" has a thickness of 0, so it's no more than a surface without the depth of taking, producing other forces.

    is this a serious project? for what?

  • It is a serious project, for me to learn. This is mostly for the graphical representation of a deformable tire - which it succeeds at.

    The tire isn't meant to have 'thickness' like a rubber tire, the wireframe is showing the procedurally built mesh. The red lines at the end represent the forces applied on the point-masses from the springs. The other lines represent the springs themselves - attaching the point masses (represented by the boxes).

    The project is a self-initiated one.

  • I read your message (it not show here) The work of a suspension in mathematical terms are simply, you only need a spring and damper.

    And for the track, I have a program called Bob track builder, it is for that. It is easy to do a track, and can export to several formats (rFactor, Race, DirectX, etc)

    If I have not yet convinced, make calculations of how much money won with LFS Scawen and Victor ;)

  • Right, the basics of the stuff is easy. I don't know your involvement with creating mods, games or even programming but it is more complex than just 'lets make a sim'. I would love to do it but I don't have the money, and it would take a long time before a project is ready to make money. Who knows, maybe someday when money is not in the way.

Video Responses

This video is a response to TireSim January 8th
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All Comments (11)

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  • yes, really enjoyed that. Great work and nice to see.....

  • I don't have skills on programming and only I do some tracks for RBR and rFactor and are not so complex (I don't dedicated too many time for)

    You can choose the "marketing strategy" of Scavier, Sell your sim before finish, and label pricing according to the completion

  • @NapalmCandy I'd love to say its better than LFS's tire model, but I would likely be lying because it has not been tested yet with forces from a car driving around, That will change things a lot. I don't really know about putting a suspension system on it and an engine. It could be nice but that is a lot more work. Especially when you think of making a decent looking track environment and getting the physics feel good for driving.

  • See that watch?v=4lG2nNcYAtY

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