Project Chrono

Hello,

I have just found an amazing project for car physics - Project Chrono. They have three models for tire physics. The last one (FEA) look like it came out of scientific hi-end computer simulation software. I wonder if modern computers are able to smoothy run physical models of such complexity.

FEA_tire_sections.png
 
Can't take long before TORCS picks up that tire model.

I can't imagine that it outpaces a modern PC, at least not if you run the code in C/C++ or another low overhead language. Should be able to support 32 cars zooming around with 4 of those tires each.
 
I would love to have competitive open source games.

In a racing game the tire model is one of the biggest deals to realism, and now there is a reusable open source module for tires.
 

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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