Gran Turismo 5 (!!!!) στο Ps3

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Λοιπόν........

Να ξεκινήσω από τα απλά! :roll:
Αν και ξέρω ότι θα φανώ κουραστικός με τα επόμενα posts αλλά είμαι υποχρεωμένος να το κάνω προς αποφυγήν παρεξηγήσεως.............


Θέμα 1ο
Τι είναι driving simulator?

Όσα παιχνίδια κι αν παίξουμε, όση εμπειρία κι αν έχουμε, πιστεύω ότι αρμοδιότεροι να απαντήσουν σε αυτό είναι οι εταιρίες (αυτοκινητοβιομηχανίες ή συνεργάτες αυτών) ή Πανεπιστήμια.........

Ξεκινάω με ένα ενδιαφέρον site με driving simulator απ' το Πανεπιστήμιο Virginia Campus of The George Washington University


Διαβάστε:



Driving Simulator Laboratory
Housed at the Virginia Campus of The George Washington University, the state-of-the-art Driving Simulator Laboratory is used to conduct vital vehicle and driving behavior research. The primary goal of this research is to avoid crashes and collisions on the road. This laboratory allows the Center for Intelligent Systems Research (CISR) to perform driving experiments in a safe and controlled laboratory setting. Technical specifications for the simulator are also available.

Using a vehicle donated by General Motors Corporation, the simulator will be used to conduct research with the primary goal of avoiding crashes and collisions on the road. The lab allows for experiments on the impact of a wide range of factors, including drowsiness and road or traffic distractions. This data is then used to develop warning systems for potential hazards that might lead to crashes. In addition, the simulator could be employed in a number of other studies, such as:

Measuring the distraction potential of future in-vehicle intelligent transportation systems,
Determining the impact of road design on driver behavior, and
Developing cognitive models of human driving behavior.
The driving simulator environment is ideal for this research because it provides an environment that is both safe and replicable. The simulators can safely measure driver reaction to unsafe and even life-threatening situations. Moreover, simulators can be used in carefully controlled experimental studies, in which the experimental variables are isolated from other factors that might influence driver performance. New driving scenarios are easily created and allow the specification of an arbitrary sequence of tasks, events and performance measurement intervals. The simulator also allows the collection of data on rare but important situations in a short time frame.

Our full-featured simulator is able to provide a life-like driving experience. The visual display is a curved screen with 135-degree wide-angle field of view. In addition, auditory feedback is provided through stereo components. The steering wheel produces an authentic feeling of road grip through a generated counter torque. A validated vehicle dynamics program governs the behavior of the vehicles in the simulation.

The Driving Simulator Laboratory performs comprehensive data collection, including eye-tracking data. The data includes the complete vehicle dynamics, as well as the steering angle, throttle position, and brake position. In addition, an eye-tracking system provides accurate measurement of the driver’s focal point of attention, pupil size, blink rate, and the time that eyes stay shut during blinks.








Περισσότερα εδώ: http://www.cisr.gwu.edu/lab_simulator.html


Πουθενά δεν αναφέρεται η περίπτωση "οπτικής καταστροφής οχήματος" μετά από σύγκρουση...............

(παρακαλώ μην απαντάτε ακόμα γιατί ακολουθούν κι άλλα....) :roll: 8)
 

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Να δούμε την άποψη του Υπουργείου Συγκοινωνιών της Αμερικής??

Παρατηρήστε επίσης για την μη αναφορά του "ζητουμένου"
Δηλαδή της εμφάνισης κατεστραμμένων οχημάτων.........


The National Advanced Driving Simulator (NADS)
is the most sophisticated





The National Advanced Driving Simulator (NADS) is the most sophisticated research driving simulator in the world. Developed by the National Highway Traffic Safety Administration, the NADS offers high-fidelity, real-time driving simulation. It consists of a large dome in which entire cars and the cabs of trucks and buses can be mounted. The vehicle cabs are equipped electronically and mechanically using instrumentation specific to their make and model.At the same time, the motion system, on which the dome is mounted, will provide 400 square meters of horizontal and longitudinal travel and nearly 360 degrees of rotation in either direction. The effect will be that the driver will feel acceleration, braking and steering cues as if he or she were actually driving a real car, truck or bus.

The latest in visual display technology and a high-fidelity audio system will complete the driving experience. The test subject will be immersed in sight, sound and movement so real that impending crash scenarios can be convincingly presented with no danger to the subject. Vehicle and driver data can be accurately gathered and stored and tests repeated with exactitude. TRW was awarded the construction contract after winning the design competition conducted by NHTSA. TRW assembled a world-class team that incorporated the latest in simulation technology in all aspects of the design for the $50 million project. The team included Dynamic Research, Inc., Evans & Sutherland, I*SIM and MTS Systems.

The NADS is located at the University of Iowa's Oakdale Research Park, Iowa City, IA. The site was selected as a result of a national competition among major transportation research universities conducted for NHTSA by the National Science Foundation. The University of Iowa provided $11.58 million in cost sharing to the NADS project, which included the design and construction of a $5.7 million building to house the simulator.

The effects of alcohol, drugs, visual impairments and aging on driving will all be safely studied using the new research tool. The NADS will provide the capability for evaluating advanced vehicle communication, navigation and control technologies which are now being developed as part of the Intelligent Transportation System (ITS) program. The medical community will look to the NADS to answer questions about the development and effects of new medicines and prosthetics on driving. Car companies can use the NADS to develop and test new safety devices, in conjunction with their own simulators. Human factors issues, estimated to be a contributing cause of 90 percent of motor vehicle accidents, will finally be able to be studied in a safe, accurate and repeatable environment



Πηγή: http://www-nrd.nhtsa.dot.gov/departments/nrd-12/NationalAdvancedDriverSimulator.html



Και συνεχίζω......... :roll: :roll: :roll:

(λίγη υπομονή ως προς τις απαντήσεις παρακαλώ.........) :D
 

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Πάμε στην άποψη της FTM, εταιρίας που κατασκεύασε έναν driving simulator για λογαριασμό της MAN (της κατασκευάστριας μεγάλων οχημάτων........) :wink:

Διαβάστε αναλυτικά όλες τις προδιαγραφές και λεπτομέριες της κατασκευής και των απαιτήσεων για ρεαλιστικά δεδομένα......... 8)





Driving Simulator

The FTM driving Simulator


1. Brief description

The institute builds up a dynamic driving simulator for the research of vehicle components, vehicle intersystem and vehicle handling. Planned is a “fixed screen” concept with a Stewart platform. The choice of a convenient motion platform and the positioning of the projectors permits the usage of different car and truck cabins. The interchange ability of the cabins will be realized by a flexible mechanical interface.
By the implementation it is important to set great store by basing the computer on PC, what concerns the extension with additionally personal computers as well as the disclosure of the interface and codes, therewith it is possible to update and upgrade the system.
The adaptation of different software models for the actual application in cooperation with Vehicle and Simulator producer offers a very big field of activity for interdisciplinary working. The projection dome will be designed and manufactured at the institute according to the requirements.


With the dynamic driving simulator components and systems of vehicles ought to be researched and optimized, what requires accommodation and further development at the driving simulation in the automotive engineering because of the innovation grade. With development of innovative driving assistant systems, concepts of control elements and man-machine interfaces research in the behaviour of drivers is caused.





Συνεχίζεται η παρουσίαση αυτής......... :!: :!: :!:
 

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Re: Gran Turismo 5 (!!!!) στο Ps3

2. Criteria for design and concepts

To build up the sense of presence and after that create different situations of driving, the test person has to drive for a long time concentrated and uncomplaining in the driving simulator, without getting “simulator sickness”. This is valid also for task formulations, which expect the fatigue of the drivers by long driving. After this point of view the dimensioning and coordination of the visualisation and motion system is important for the suitability of the plant.



Development of driving simulators

If the task of formulations get more difficult the requirements of simulation models quality and the results of the tests increase. In this case the FTM driving simulator shall be kept at the interface of the field vehicle and simulator development. According to these tasks of the driving simulator development will be analyzed. The cooperation of the driving simulator producers is very important to implement further developments.


Motion systems

The adaptive control of the driver is influenced by the simulated accelerations which differ from the knowledge of the driver in reality. Beside the visualization this is the most important factor for the sense of presence of the driver.
One part of the accelerations at driving operation can be represented by the pitch of the cabin. It has been shown, that this part is infinitesimal small, when the speed of pitch is below the memory threshold for angular acceleration (0,1-0,2rad/s2). If the memory threshold will exceed, to picture a big part of acceleration beyond the gradient, the test person will perceive the pitch motion. This fact can influence the adaptive control of the test person or can result in sickness, what makes a test impossible.
To avoid this effects a concept was chosen, which not or only infinitesimal transforms the pitch and represents only the actual pitch and roll motions. Beside it one part of vibration should be depicted at the driving with the motion system. A Stewart platform with pitch angle to 20°, small payload and thereby a broadly frequency band is with this edge condition the most effective resolution.
To achieve an improved representation of the acceleration in x- and y-direction, it is supposed to enlarge the driving simulator with a transversal skid system.


Vehicle cabin

To offer the driver real operating, an original vehicle will be worked up. Because the driving simulator will be used with different car and truck cabins, a mechanical interface of the motion platform should be designed.


Driving dynamics model

For the FTM driving simulator it is important to install a software concept that allows unfolded and standardized interfaces enhancements and accommodations. Thereof is concerned especially the model of driving dynamics, which can be modified and can be exchanged for different vehicles and above all the replica of a truck.

3. Landscape visualization pool and self-governed traffic

With the visualization pool the driving situations are immediately determined. Besides the quality of textur and the definiton of attributes of the passable surfaces determines which visual, vestibular and tactile informations for lane can be created for the driver. Therfore it must be possible to generate task-spezified user-defined landscapes and streets and to integrate this in the visualization pool. This point is exspecially interesting for tasks of research in cooperation wirh the industriy, for example for the simulation of the handling cours of a company.
Particularly to can test driving assistant systems at the driving simulator, specific traffic and driving situations must be generated. The further development of the necessary intelligent autonomic road user in interaction with a dynamical changeable visualization pool is to visible on a basic point in the driving simulator development. Furthermore software modules are to be integrated in the simulator environments which simulate the functionality of driving assistant systems and utilise the analogical information of the driving environment, traffic and the street course of the visualization pool.

4. Presentation of acceleration

Because of the big qualitative and quantitative deviation of the diagrammed accelerations in the driving simulator compared to a real drive there is a high failure rate of test persons. Simulator and motion sickness make it impossible to carry out long tests in the simulator with the concerned persons. The decrease of this rate by the use of an improved calculating algorithm of the acceleration execution is a further approach of further development of the planned driving simulator. Beneath an improvement of the software the disassembly with a transversal skid system shall contribute an improvement of the acceleration presentation.
This topic offers students of the faculty of mechanical engineering the possibility, to handle challenging and interdisciplinary tasks at the field of informatics together with the driving simulator producers.

5. Active work at FTM


Booster- and loudspeaker for driving sound

Sound libraries and sound generation are included in delivery, but FTM wants to specify and build up the end equipment. The high quality presentation of sounds is to get improved by a clever choice and installation. A system of high capacity subwoofer for deep frequencies in combination with a tuned booster will allow the optimization of the sound presentation for the driving simulator with relative small expenditure.


Actuators and sensors at the vehicle cabin

Actuators and sensors for the cabin are parts of the driving simulator, which normally not are in the core competence of the simulator producer, but rather in the core competence of the operator, because here is the interface of the different application-tasks. Therefore the following components are designed and realized in active work:


Electro motor for the simulation of the steering moment with electronics and control

Simulation of the prake-pedal and accelerator pedal traits

Diverse switches, contacts, conductions

camera, screen and interphone


Projection dome

The projection dome has to be designed and produced individually for the FTM driving simulator concept. Therefore this part will be performed by active work of FTM in cooperation with the driving simulator producer. Students work here for concepts and design. Planned is back light projection.




 

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6. Topics of research at the driving simulator


Driving assistant systems

Because of the increase of traffic and the rise of comfort and drive functions at the vehicle the driver has to work in his car with more information input. To manage the more complex controllers of the driver in the traffic, he will be observed and provided from sophisticated sensors and control technical driving assistant systems. This innovation for the increase of the active driving safety is combined in the term driving assistant system.
At the development of the systems it is especially important, to create flexible and reproduced situations, which in reality is difficult to realize. The driving simulator will get an important development tool for the tests of these systems, because he can simulate real situations.


Man-machine-environment communication

The communication, which results of the interaction between the extern traffic control technique, driving assistant systems of different cars and vehicle intern driving assistant systems dates, is to collect methodical and is to structure recently.
The solutions have to be integrated in the operating control and display concept, failure settings for technical failures in reality has to be designed and optimized. Especially worst situations with high stress of the driver and in complex traffic situations shall be analyzed without danger and reproducible.


Interior design and package

New controls and man-human interfaces will change the package and design of the interior. Innovative kinds of information presentation with variable displays or projections and the information reception, for example with gesture-, speech- and picture-recognition, demand an accommodation of the control ergonomics and the workout of new package concepts. Also here the test in reality is dangerous and not flexible with variants.


Driving behaviour and driving space design

The design of driving assistant systems and innovative kinds of information presentation require the analysis of relevant aspects of driving behaviour. The new task distribution between driver and vehicle will influence in future the traffic view and the configuration of the driving spaces. The usage of a programmable and expandable street visualization pool offers the essential flexibility in the new conceptual design of streets, nodal points and traffic control technique systems.


Development of steer-by-wire functions

The drive by wire technology offers the possibility to provide steering, braking, gas and switching with expanded functionalities (active brake systems,…). At the driving simulator the design of the functions and integrations in the control concepts can be practised. Just the design of the security relevant systems offers the usage of the driving simulator.

Για την συγκεκριμένη εταιρία & κατασκευή δείτε εδώ:
http://www.ftm.mw.tum.de/english/institute/projects/drivingsimulator.htm




Και συνεχίζω....... :roll: :arrow: :arrow: :arrow:
 

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Υποθέτω ότι ακόμα δεν έχει γίνει κατανοητό, γιατί στα Πανεπιστημιακά γίνεται περισσότερο λόγος για την μελέτη του ανθρώπινου παράγοντα ενώ στην αμέσως προηγούμενη έχουμε να κάνουμε με βαρέως τύπου οχήματα (οπότε πιθανότατα να μιλάμε για άλλους στόχους.......) :roll:

’ρα, τι καλύτερο από το να μιλήσουν οι ειδικοί της Renault!! :D



Characterization of haptic information related to simulation applications in virtual reality


This PhD started on May 2000 in the framework of a cooperation with the Laboratoire de Physiologie de la Perception et de l’Action (LPPA). The co-directors are Dr. Kemeny and Dr. Droulez. This thesis was realized within the framework of the utilization of virtual reality at RENAULT. Indeed, in the field of driving simulation, haptic interfaces (steering wheel, pedals, gear box) bring additional information to the visual and vestibular restitution of movement. Also, in a task of virtual assembly operation users need to have a sensory feedback of the manipulation of assembled objects. For these problems, we sought to model and estimate the contributions of this sensory feedback information to the corresponding motor strategies. The study and the improvement of these restitutions should take into account the mechanisms related to the integration of haptic information.


D. Toffin defended his PhD from Paris 6 University (Cognitive Science speciality)
on December 04, 2004, before a jury composed of:
Dr. Jacques Droulez, co-director
Dr. Andras Kemeny, co-director
Dr. Edouard Gentaz, reviewer
Pr. Alexander Wertheim, reviewer
Dr. Gilles Malaterre, examiner
Dr. Joseph McIntyre, examiner
Pr. Charles Pierrot-Deseilligny, examiner, president of the jury
Kαι η www.experts.renault.com συνεχίζει............. :D :wink:
 

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Complex surfaces lighting model for 3D visualisation of a vehicle interior and exterior

This thesis was started in January 1999 and is carried out in the framework of a cooperation between the Computer Graphics research team of the University of Marne la Vallée, and Renault's "Driving Simulators and Virtual Reality" research group. It is co-directed by Pr. Arquès and Dr. Kemeny.
Its objective is to provide a realistic and real-time simulation of color and lighting effects on the vehicle interior and exterior. Algorithms implemented will be included in the P2V project (Presentation of Virtual Vehicles) to improve the vehicle realism, especially to recreate the appearance of plain or metallic paints and interior trimmings (grains, plastics and fabrics).
The research notably deals with the study of geometric, optic and colorimetric surface properties, colorimetry and complex surface lighting models used in computer graphics. Paint color and appearance change with lighting and observation conditions. So the first step of this work has been to characterize painted surfaces behavior thanks to colorimetric measurements on real samples. We also take into account other coating components like the presence of metallic flakes in metallic and pearlescent paints that provokes sparkling and depth effects, and the varnish layer that produces reflection of the environment on the surface.
We also work on the definition and the representation of other paint appearance parameters.
To ensure the accuracy of the color reproduction, display systems characterization has been done and used in the computation of digital display values.

P. Dumont-Bècle defended his PhD from Marne la Vallée University (Computer science
speciality) on may 30, 2002, before a jury composed of:
- Pr Didier Arques, co-director
- Dr Andras Kemeny, co-director
- Pr Bernard Péroche, reviewer
- Dr Francoise Viénot, reviewer
- Pr René Caubet, examiner, president of the jury
- Dr Sylvain Michelin, examiner






PUBLICATIONS

Dumont Bècle P., Michelin S., Arquès D., Kemeny A. (2001).
Simulation de l'apparence des peintures automobiles : vers une solution temps réel,
14ème Journées de l'AFIG'2001, 28-30 nov. 2001, Limoges, 235-243.

Dumont Bècle P., Ferley E., Kemeny A., Michelin S., Arquès D. (2001).
Multi-texturing approach for paint appearance simulation on virtual vehicles.
Proceedings of the Driving Simulation Conference, France, 123-133.


Paillé D., Monot A., Dumont-Bècle P., Kemeny A. (2001)
Luminance binocular disparity for 3D surface simulation
Proceedings of SPIE, Human Vision and Electronic Imaging VI, 22-25
Janvier 2001, San Jose, USA, vol 42999, 622-633(in press)

Dumont-Bècle P., Kemeny A. (1999)
Paint rendering on virtual vehicles
Ateliers technologiques, EquipAuto 99, 54-67

Διαβάστε στο......
http://www.experts.renault.com/kemeny/projects/patricia_dumont-becle/index.html



Και οι ειδικοί της Renault συνεχίζουν!!! :roll: :wink:
 

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Δείτε τι ακριβώς συμπεριλαμβάνει το βασικό πρόγραμμα της εταιρίας (και βέβαια πουθενά αναφορά για "σπασμένα" οχήματα.........)








PROJECT DESCRIPTION


SCANeR II is a full range of functional modules dedicated to driving simulation. It is composed of 15 modules using a common network communication protocol. It has been developed by the Technical Center for simulation of Renault. Additional tools are completing the functional modules and are used for terrain databases generation.

Communication structures

SCANeR II modules are gathered in programs implementing a common model of state machine. The communication protocol messages organise state control (control messages), and runtime information exchange between the active states of the various programs (data messages). This implementation allows the programs to have a high degree of independence. There is no predefined supervisor, the scenario is decided by the user at the beginning of the running session depending on the application. Additionally, changing the implementation of the protocol can be transparent to the higher software layers.


Functional modules

Dynamics model
Several dynamics models, either specific to Renault, or commercially available have been interfaced with SCANeR II .

Those real time dynamics models compute the vehicle behaviour from driver commands, aerodynamic parameters and tires contact on the road. They use a multi-solid approach and the instructor can choose between different vehicle and load configurations, in the automobile, truck or bus domains.

A special attention was given to the tire model in order to get a realistic behaviour at any speed (particularly at low speed) and specific effects such as sliding are rendered.

Performances : The dynamics model can run in real time (2 to 10 ms, depending on the part of the model) on any current PC .

Visual output on urban environment


Και το κείμενο συνεχίζει.......... :roll:
 

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Inputs/Outputs
Along with standard serial interfaces (RS232, RS422), the inputs/outputs modules depend on the hardware configuration (inputs/outputs boards, CAN). There is no standard library in this specific field and each provider has a proprietary API. Consequently, a thin layer of code has to be developed to access the I/O hardware, but this layer can easily be integrated (as a DLL) within the Input/Output module .

Today, low level libraries for interfacing with ComputerBoards and Data Translation acquisition boards as well as Vektor and NI CAN boards are available. Thanks to XML configuration files, the end user can, without any programming knowledge, add some input/outputs, combine them, send some data on the network,...

Signal processing
The control of kinaesthetic rendering equipment (steering wheel, motion platform) uses the output of the dynamics model. For each equipment, the signal processing library prepares the data in order to fulfil the actuators constraints (amplitude limitation, filtering). This module is completely generic and its parameterisation uses a macro language describing block diagrams.

Image generation
The image generation module handles one or several visual channels, using Open GL Performers on Linux and Windows. The current databases format is MultiGen OpenFlight and the NT platforms are using standard graphic hardware (nVidia, ATI…) . The generated image includes a view of the surrounding traffic (animated car, trucks, pedestrians, bicycles ) and can optionally display realistic car headlights, as well as an animated cockpit (for use with head mounted display) . It also computes the extrapolation required to get smooth trajectories of moving objects.

Performances: The image frequencies on mainly depend on the databases and the graphic cards . It can easily reach 60Hz on modern hardware.

Traffic display
This module displays a top view of the traffic state. The road segments (with levels of detail corresponding to the required zoom level), and the traffic vehicles (rectangles respecting the dimensions and the articulations) configurations (semi-trailers, trailers) are displayed in a graphic window.

In addition to traffic representation, the top view display allows interaction. Through a number of interface, the user can create or select a vehicle and modify its state, behaviour or position.

Traffic Control
The traffic control module "generates" the driver of each autonomous vehicle. That is to say a vehicle that is not linked to a driving cockpit (a.k.a interactive vehicle). As a result it is performing all the driving operations: acceleration, braking, steering, over-taking following the road network while respecting the driving rules (traffic lights, priorities). This module allows some parameters : an itinerary and behaviour rules can be defined (maximum speed, non-respect of the driving rules, risky over-taking, etc.) for each vehicle.
The maximum number of active autonomous vehicles mainly depends on the architecture and the throughput allowed on the network. When the traffic is very dense several traffic management modules may be running, each of them dealing with an subset of vehicles.

Performances: A traffic control module can manage one hundred vehicles on classical computer with a 100 Mo card.

Scenario Control
A scenario is made up of a set of rules and actions concerning traffic, environment, driving parameters and time. The definition of these rules and actions, written in a dedicated and user oriented language, allow the simulator user (engineer, trainer, etc.) to control the events during the driving session.

The scenario control module analyses the rules and modifies the traffic status and the environment in relation to the given scenario.

Sound generation
This module renders the audio environment engine road and wind noise of the driven vehicle, 3D noice of the surrounding traffic for an interactive vehicle. This result can be obtained on a PC using a sound generation library and 3D audio hardware. The same module can also generate pre-sampled vocal messages.


Scenario creation and control
The creation of the rules and actions describing a scenario does not require a text editor. An interactive graphic tool under Windows has been designed for this task. The tool acts as a programming assistant, at each step in the design of a scenario, the valid functions and operators are proposed in pop-up menus.

This tool can also be used to start and stop a scenario (cf. 2 et 3.7) and to follow the activation of the various rules and tasks.

Recording
This module saves all the data needed for the replay of a driving session.

Scientific data recording
In order to allow for post processing, this is designed to save in a file a set of specific data relevant to the scientific and technical exploitation of the simulation. Instead of recording all the simulation data, which would be costly in terms of disk space and access time to hardware, it listens to selected " channels " on which other modules export the data selected for the scenario.



Λίγη υπομονή....... 8)
Σε λίγο τελειώνει η παρουσίαση........ :roll:
 

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........

Replay
This module is used for the replay of a recorded session, it has a Windows interface implementing a VCR panel.

Data display
This module is useful to display in real-time a set of data selected by the user for analysis. It offers a Windows run-time visualisation interface for the selected data (graphic charts, gauges, counters, ...).
Simplified starting environment
A totally graphic interface pilots the user in his choice between a set of pre-selected exercises and scenarii. Very useful in a training environment, it also records the results of each cession for each driver (failed, warning, success).


Database tools
Three levels of representation of the terrain are used to allow the modules to work:
· Visual aspect
· Road network
· Road surface

These levels must be fitted in order to avoid any incoherence during the simulation session. This result is obtained by using one of these representation (the visual one, in openFlight format for example) to build the others.



Road network
The road network database describes the links between the different road elements, the signs and the driving code. The visual database is represented from a 3D top view in a window allowing the user to build the road network elements with a pointing device. The road network elements, including road segments, crossroads and traffic lights, are automatically managed. This database is used for traffic control, scenario control, top view display and scenario tool.

Road surface
A specific road surface description is needed to increase the realism and computational efficiency of the interaction between vehicle and road. Using the visual and road network databases, this tool operates an automatic generation of road surface elements (Bézier patches). The database is then completed or modified in a 3D window where the user can create new surface elements and modify their shapes by moving the control points with the mouse.





Τα παραπάνω εδώ:
http://www.experts.renault.com/kemeny/projects/scaner2/index.html



Να συνεχίσω παρακαλώ??
Το ξέρω ότι είναι πολλά αλλά........ :roll:
 

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Και τα τελευταία από τον driving simulator της Renault...........(ουφ :? )






Objectives

Several static simulators have been developed by Renault, Direction de la Recherche since 1989. The need to enhance driving realism through a better consistency between visual and kinaesthetic stimuli, and the emergence of new research and development needs have lead Renault to develop a dynamic simulator in 1999 ("Clio simulator") and new light-performance simulator in 2003 ("ULTIMATE simulator"). Among the application planned on this simulator we can mention: vehicle dynamic control systems (ESP, ACC) and dynamic comfort (seats, suspensions).







System architecture

These simulators are constituted of a car cockpit which commands (steering wheel, pedals, gearbox lever, …) have been equiped with sensors. Driver actions are transmitted to a first computer managing inputs/outputs and running the vehicle dynamics model.



Dynamic data computed by the model are transmitted to the mobile platform for kinaesthetic rendering, to the image generator for visual rendering and finally to the sound generation system. Two other computers are dedicated, one for the management of simulation scenarios (traffic events) and the other for rendering of the audio environment. These software modules are part of SCANeR © simulation software package developed by Renault.


Cockpit
Fully Instrumented, CAN multiplexing.

Effort feedback on commands
Active systems
on the steering wheel and the brake pedal.
Passive systems on the accelerator
and clutch pedals, the gearbox
lever and the handbrake.

Mobile platform
Hydraudyne electro-mechanical platform
with 6 degrees of freedom. (Clio)
Hydraudyne 6degrees of freedom
+ X-Y table (ULTIMATE)

Image generator
PC/Linux
nVidia GeForce graphics cards
Software
SCANeR II simulation software developed
by Renault Technical Center for Simulation

Αυτά τα βλέπετε εδώ:

http://www.experts.renault.com/kemeny/projects/dynamic_driving_simulator/index.html
 

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Αν θέλετε να δείτε με περισσότερες λεπτομέριες το project της Renault μπείτε εδώ:
http://www.experts.renault.com/kemeny/projects/index.html




Έψαξα και σε πολλά ακόμα.
Αν θέλετε πάντως να μάθετε πάρα πολλά για τους περισσότερους driving simulators ανά τον κόσμο μπείτε και βρείτε όλες τις διευθύνσεις τους εδώ:

http://www.inrets.fr/ur/sara/Pg_simus_e.html


Σε έρευνα που έκανα σε μεγάλο ποσοστό αυτών δεν αναφέρεται πουθενά (σε καμία κατασκευή) καταστροφή οχημάτων.
Τελικά μήπως δεν είναι απαραίτητη? :roll:
Τελικά μήπως υπάρχει μόνο και μόνο για να εντυπωσιάζει και τίποτε παραπάνω? :roll:
Μήπως όμως απλά "κλέβει" πόρους από το σύστημα υποβιβάζοντάς το σε άλλους τομείς, πολύ πιο σημαντικούς για την καλύτερη αίσθηση του simulation? (όπως πχ το frame rate, γραφικά περιβάλλοντος, χειρώτερη αίσθηση ταχύτητας κ.ο.κ.) :roll:

Στην επόμενη γενιά κονσολών (PS3 & XBOX 360) που οι τεχνικές προδιαγραφές των μηχανημάτων θα είναι πολύ καλύτερες, θα μπορεί πλέον να υποστηριχθεί πιο αξιόπιστα το συγκεκριμένο feature (αν και η χρησιμότητά του είναι περισσότερο για λόγους εντυπωσιασμού........) :roll: :wink:
 

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Η εμπειρία μου από άλλους χώρους μου δείχνει ότι το τι γράφουν τα περιοδικά είναι, τις περισσότερες φορές, εντελώς κατευθυνόμενο.
Τι ακριβώς εννοείς με την έκφραση "εμπειρία"?
Δούλευες σε κάποιο περιοδικό και ανακάλυψες ότι τα παίρνει?
Και σε τελική ανάλυση τα παίρνουν όλοι??
Γιατί στην περίπτωση του GT4 όλοι μα όλοι (περιοδικά, site κ.ο.κ.) έγραψαν τα καλύτερα λόγια για το παιχνίδι..........
Μέχρι και εκδηλώσεις με το παιχνίδι διοργάνωσαν (βλ. Power Techniques)

Aν τελικά το Forza είναι τόσο καλό, γιατί δεν το ανακάλυψαν ακόμα? :shock:

Βέβαια σου υπόσχομαι ότι θα το νοικιάσω σε καμιά 15αριά ημέρες από το videoclub και θα παίξω. Και να είσαι σίγουρος ότι αν το θεωρώ ισάξιο ή καλύτερο του GT4 θα το γράψω εδώ μέσα!! :D :D :D


Και συνεχίζω..........
 

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Σου φάνηκε να προσπαθώ να πείσω κανέναν; Διάβασε τι έγραψα: "Αν και τα έχω και τα δύο, δεν ξέρω ποιό είναι καλύτερο, προσωπικά σαφέστατα προτιμώ το Forza." ΠΡΟΣΩΠΙΚΑ το προτιμώ. Σου φάνηκε ότι προσπαθώ να πείσω "ντε και καλά" ότι το ένα είναι καλύτερο από το άλλο;  Το ότι εσύ προτιμάς το GT δεν είναι σωστή έκφραση. Το σωστό είναι "το GT έχω και μόνο αυτό ξέρω. Για το άλλο, απλά διαβάζω"

Το ότι έχω ΜΟΝΟ το GT το έχω ξεκαθαρίσει πολλές φορές!
Και μάλιστα λίγο πιο πάνω από αυτό το κομμάτι.

Το ότι έχω το GT όμως δεν σημαίνει ότι μόνο αυτό ξέρω.
Μάλλον δεν διάβασες προσεκτικά τα πιο πάνω......
Γιαννης Δημητρόπουλος said:
To Forza ΔΕΝ το έχω. Και πιθανότατα δεν θα το αποκτήσω ποτέ.
Το ότι θεωρώ το GT τον καλύτερο εξομοιωτή το κρίνω από την εμπειρία μου πάνω στο παιχνίδι αλλά και σε σύγκριση με άλλους τίτλους με θέμα το αυτοκίνητο (Colin McRae, WRC, V-Rally, NFS, Burn Out, Enthusia, Gotham κ.ο.κ)
Δηλαδή μετά από όλα τα προηγούμενα κατάλαβες ότι ένα παιχνίδι έπαιξα στην ζωή μου (το GT4) οπότε δεν ξέρω να κρίνω αντικειμενικά?
Έχω παίξει αρκετές ώρες με τα προηγούμενα και σαφέστατα το GT4 (αλλά και τα προηγούμενα GT) είναι κλάσεις ανώτερο αφού είναι simulator ενώ τα άλλα κυρίως arcade!!!

Kαι βέβαια θέλω να δω αν η Microsoft τα κατάφερε, αλλά μέχρι τώρα τα δείγματα δεν ήταν καλά...... :roll:  :wink:
Και ως νέος άπιστος Θωμάς, θα δω, θα παίξω και αν κάνω λάθος απλά θα το παραδεχθώ....... :roll:
Οι παγκόσμιες κριτικές πάντως δεν έχουν δείξει κάτι τέτοιο.
Στην Αγγλία διοργανώνεται αυτή τη στιγμή πρωτάθλημα για τους best GT4 drivers.....
Αλήθεια για το Forza υπάρχει αντίστοιχο??

Δες εδώ: http://www.gt4league.com/qualifying/

Μέχρι & Official guide έχουν βγάλει..... :shock:  :shock:
Δες εδώ: http://www.piggybackinteractive.com/en/guides/info/?id_guide=28


Τώρα πως γίνεται όλοι αυτοί να έχουν άδικο........ :roll:  :roll:


Συνεχίζω παρακαλώ........ :roll:
 

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unforgiven said:
Γιάννης Δημητρόπουλος said:
Όσο για το πιο είναι περισσότερο εξομοίωση, δεν ξέρω ποιός και με τι κριτήρια το κρίνει. Έχει κανένας οδηγήσει μονοθέσιο 800 κιλών και 700 ίππων στο Silverstone για να μας πει; Πάντως εξομοίωση με τα αυτοκίνητα να μην παθαίνουν τίποτα, δεν νοείται...
Ερώτηση: έχει κανείς από εμάς σκηνοθετήσει ταινία?
Όχι.....
Οπότε να μην κρίνουμε τις ταινίες που βλέπουμε...............

Έχουμε κατασκευάσει ποτέ μας αυτοκίνητο?
Όχι.....
Οπότε ποιοί είμαστε εμείς που θα κρίνουμε την ποιότητα ενός ΚΙΑ απέναντι σε μία BMW? Με τι κριτήρια?
Φυσικά και δεν είναι το ίδιο. Η ταινία δεν σου μεταφέρει την εμπειρία της σκηνοθεσίας, αλλά το αποτέλεσμα. Αν σε έβαζαν να κάνεις ντεκουπάζ και τρίτμαν, τότε θα ήταν εξομοίωση. Τώρα απλώς βλέπεις. Εκτός αν θεωρούμε και την παρακολούθηση ενός αγώνα, εξομοίωση ποδοσφαίρου.
Στο δεύτερο παράδειγμά σου, πάλι δεν είναι το ίδιο. Πού είναι η εξομοίωση; Αλλά και πάλι είναι κάτι που έχει να κάνει με τις εμπειρίες μας. Αν βάλεις τον θείο μου, που έχει ένα αρχαίο Fiat 128 στο ΚΙΑ, θα μείνει έκπληκτος από την ποιότητα και την τεχνολογία. Αν βάλεις κάποιον που έχει Maybach στην BMW, θα του φανεί μικρή, λιτή και όχι καλοφτιαγμένη.
Δεν πρόσεξες τι έγραψα...... :roll:
ΔΕΝ είπα ότι η παρακολούθηση μιας ταινίας είναι "εξομοίωση" σκηνοθεσίας...... :shock:
Αναφέρομαι ξεκάθαρα στο θέμα κριτικής......
Και στο δικαίωμα του να κρίνουμε ή όχι κάτι!

Το ότι απλά βλέπω μια ταινία (αλλά δεν έχω κάνει ποτέ ντεκουπάζ και τρίτμαν....) δεν σημαίνει βεβαίως ότι δεν μπορώ να κρίνω αν η σκηνοθεσία ή η φωτογραφία δεν ήταν (ή ήταν) καλή...........Εκεί αναφερόμουν..... :wink:
Δεν έκανα παραλληλισμό των δύο αυτών πραγμάτων Της εξομοίωσης και της σκηνοθεσίας.
Γιαυτό και αναφέρθηκα και στο θέμα των αυτοκινήτων πιο κάτω...... :roll:
Για να τονίσω το θέμα της "δυνατότητας του κρίνειν"....... :D

Πάμε στον θείο σου!!! :lol: Τον μπλέξαμε τον άνθρωπο. Από 128 τον είχαμε και τον βάλαμε στο ΚΙΑ......... :lol: :lol:
Ναι όντως θα πάθει πλάκα από την διαφορά ποιότητας ανάμεσα στο 128 & το ΚΙΑ
Αν μετά όμως τον βάζαμε στην Maybach??? :shock: :shock: :shock:
Θα ξεπερνούσε αυτομάτως & το 128 & το ΚΙΑ & την BMW!!!
Kαι να δω τώρα πως θα τον ξεκολλήσουμε από 'κει μέσα τώρα!!!! :lol:
Σε κάθε περίπτωση, οι νέες εμπειρίες του Θείου σου, θα του επέτρεπαν να έχει άποψη επί του θέματος παρ' ότι η επαφή του είναι επιφανειακή!
Δεν παραλληλίζω......
Απλά δίνω την δυνατότητα του να μπορούμε να κρίνουμε με βάση τις εμπειρίες μας! :roll: :wink:
 

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Εξομοίωση είναι η πιστή αναπαράσταση της πραγματικότητας. Όλα τα παιχνίδια δίνουν μια απλή αίσθηση και δεν αναπαριστούν την πραγματικότητα. Δηλαδή, υπάρχουν πολλά 13χρονα που μπορούν να οδηγήσουν μια M5 με το πλάι στο Silverstone με βροχή;
Το περίεργο είναι ότι το GT4 σου δίνει την αίσθηση..... :shock:
Γι αυτό και το υπερασπίζομαι!!!

Στα χέρια μου φθάνει αυτό που λέμε "προειδοποίηση" πριν το έβγα, και μπορώ οριακά να κάνω τις απαραίτητες διορθώσεις για να το μαζέψω........ :wink:

Τα 13χρονα βεβαίως δεν μπορούν να πιάσουν την αίσθηση....
Και αν την πιάσουν, δεν θα αντιδράσουν σωστά......
Οπότε το έβγα είναι δεδομένο!! :wink:
Και δεν περιμένω κάτι καλύτερο αφού δεν ξέρουν καν τα βασικά της γρήγορης οδήγησης!

Αλήθεια, πιστεύεις ότι εσύ ή εγώ θα μπορούσαμε να πάμε γρήγορα σε ένα βρεγμένο γύρο στο Nurburgring???? :shock: :shock: :shock: :shock:
Χα,χα,χα...... :lol: :lol: :lol: :lol: :lol: :lol:
Το άλλο με τον Τοτό το ξέρεις?????? :lol: :lol: :lol: :lol:


Τέλος....... :wink: :roll:
Συγνώμη αν σας κούρασα!!

Απολύτως Φιλικά
Γιάννης Δημητρόπουλος
 

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Μετά απ' όλες αυτές τις παραθέσεις βγαίνει το εξής συμπέρασμα:
Το GT4 (και το FM) ΔΕΝ είναι εξομοιωτές, αυτό που υποστήριζα από την αρχή. Έχουν καμία σχέση τα ερευνητικά προγράμματα και τα συγκεκρτιμένα θέματα που μελετάνε με ένα παιχνίδι; Δεν νομίζω...
Σε όλους αυτούς τους εξομοιωτές το όχημα δεν καταστρέφεται. Τι να καταστραφεί; Να διαλυθεί το πραγματικό κόκπιτ που έχουν; Ή νομίζεις ότι αν συγκρουστεί σε ένα εμπόδιο ο εξομοιωτής της Renault θα συνεχίσει σαν να μην τρέχει τίποτα; Μπορεί, εκ των πραγμάτων, να μην καταστρέφεται το όχημα, αλλά είναι δυνατόν να μην αλλάζει η συμπεριφορά του; Ή να μην παθαίνει βλάβες το αυτοκίνητο;
Ανοίγω μια παρένθεση για τα περιοδικά: όχι δεν έχω δουλέψει σε περιοδικό, αλλά τυχαίνει να ξέρω από μέσα από μεγάλη αντιπροσωπεία η/υ (και όχι μόνο) το τι γινόταν με τις διαφημίσεις, τα τεστ, τα εξώφυλλα κτλ κτλ. Και απλά χρειάζεται κοινή λογική για να καταλάβεις τις αντιφάσεις που υπάρχουν σε πολλά θέματα. Ιδίως με μερικά Ελληνικά περιοδικά, γελάει κάθε πικραμένος. Αλλά ας μην επεκταθώ άλλο.
Οι εκδηλώσεις για τα παιχνίδια είναι απλά μάρκετινγκ και τίποτε άλλο.
Το Forza Motorsport δεν το έχουν ανακαλύψει ακόμα;
Στο www.gamerankings.com έχουν μαζέψει... 101 reviews με μ.ο. 94%. Το Grant Turismo έχει 145 reviews και μ.ο. 89.5%

Στην Αγγλία διοργανώνεται αυτή τη στιγμή πρωτάθλημα για τους best GT4 drivers.....
Αλήθεια για το Forza υπάρχει αντίστοιχο??
Γιατί στο Forza δεν χρειάζεται κάτι αντίστοιχο... ΚΑΘΕ μέρα, γίνεται χαμός στο Xbox Live και από ομάδες στο internet, άλλο τίποτα. Και φυσικά υπάρχει Official Guide
Άποψή μου είναι ότι αν τα παιχνίδια ήταν πραγματικά simulators το μόνο που θα έκανα θα ήταν να κάνω χαλαρές βόλτες με κανένα Renault 1.4 και σε καμία περίπτωση δεν θα κατάφερνα να προσπερνάω με ανάποδα μέσα στη στροφή τις άλλες Ferrari 360 στο σχετικό πρωτάθλημα. :)
Για να κλείσουμε όλη αυτή την ιστορία :), εμένα μου αρέσουν τα σουβλάκια και όχι η πίτσα και εσένα το αντίστροφο. Άλλοι θα συμφωνήσουν μαζί μου και άλλοι μαζί σου και δεν πρόκειται ΠΟΤΕ να πείσουμε ο ένας τον άλλον. :)
Αυτό βέβαια δεν σημαίνει ότι δεν μπορούμε να συζητάμε σχετικά... :)
 

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Μετά απ' όλες αυτές τις παραθέσεις βγαίνει το εξής συμπέρασμα:
Το GT4 (και το FM) ΔΕΝ είναι εξομοιωτές, αυτό που υποστήριζα από την αρχή. Έχουν καμία σχέση τα ερευνητικά προγράμματα και τα συγκεκρτιμένα θέματα που μελετάνε με ένα παιχνίδι; Δεν νομίζω...
Σε όλους αυτούς τους εξομοιωτές το όχημα δεν καταστρέφεται. Τι να καταστραφεί; Να διαλυθεί το πραγματικό κόκπιτ που έχουν; Ή νομίζεις ότι αν συγκρουστεί σε ένα εμπόδιο ο εξομοιωτής της Renault θα συνεχίσει σαν να μην τρέχει τίποτα; Μπορεί, εκ των πραγμάτων, να μην καταστρέφεται το όχημα, αλλά είναι δυνατόν να μην αλλάζει η συμπεριφορά του; Ή να μην παθαίνει βλάβες το αυτοκίνητο;
Κατ' αρχήν καλησπέρα....... :D
Μετά από τις παραπάνω παραθέσεις βγάζεις το συμπέρασμα ότι τα παιχνίδια δεν είναι εξομοιωτές.......
Σαφέστατα και δεν έχουν το budget των μεγάλων πανεπιστημίων (ή εταιριών....) (αν και παίζονται πάρα πολλά χρήματα τα τελευταία χρόνια στις εταιρίες εξέλιξης & δημιουργίας παιχνιδιών :roll: :wink: )
Αλλά αν διάβασες την λίστα με τις προδιαγραφές κατασκευής του simulator της Renault θα έβλεπες ότι είναι ουσιαστικά ίδια με την νοοτροπία του GT4 (για το Forza θα μπορώ να πω αργότερα....)

Θυμίζω..... :roll:

Functional modules

Dynamics model
Several dynamics models, either specific to Renault, or commercially available have been interfaced with SCANeR II .

Those real time dynamics models compute the vehicle behaviour from driver commands, aerodynamic parameters and tires contact on the road. They use a multi-solid approach and the instructor can choose between different vehicle and load configurations, in the automobile, truck or bus domains.

A special attention was given to the tire model in order to get a realistic behaviour at any speed (particularly at low speed) and specific effects such as sliding are rendered.

Performances : The dynamics model can run in real time (2 to 10 ms, depending on the part of the model) on any current PC .

Visual output on urban environment

Inputs/Outputs
Along with standard serial interfaces (RS232, RS422), the inputs/outputs modules depend on the hardware configuration (inputs/outputs boards, CAN). There is no standard library in this specific field and each provider has a proprietary API. Consequently, a thin layer of code has to be developed to access the I/O hardware, but this layer can easily be integrated (as a DLL) within the Input/Output module .

Today, low level libraries for interfacing with ComputerBoards and Data Translation acquisition boards as well as Vektor and NI CAN boards are available. Thanks to XML configuration files, the end user can, without any programming knowledge, add some input/outputs, combine them, send some data on the network,...

Signal processing
The control of kinaesthetic rendering equipment (steering wheel, motion platform) uses the output of the dynamics model. For each equipment, the signal processing library prepares the data in order to fulfil the actuators constraints (amplitude limitation, filtering). This module is completely generic and its parameterisation uses a macro language describing block diagrams.

Image generation
The image generation module handles one or several visual channels, using Open GL Performers on Linux and Windows. The current databases format is MultiGen OpenFlight and the NT platforms are using standard graphic hardware (nVidia, ATI…) . The generated image includes a view of the surrounding traffic (animated car, trucks, pedestrians, bicycles ) and can optionally display realistic car headlights, as well as an animated cockpit (for use with head mounted display) . It also computes the extrapolation required to get smooth trajectories of moving objects.

Performances: The image frequencies on mainly depend on the databases and the graphic cards . It can easily reach 60Hz on modern hardware.

Traffic display
This module displays a top view of the traffic state. The road segments (with levels of detail corresponding to the required zoom level), and the traffic vehicles (rectangles respecting the dimensions and the articulations) configurations (semi-trailers, trailers) are displayed in a graphic window.

In addition to traffic representation, the top view display allows interaction. Through a number of interface, the user can create or select a vehicle and modify its state, behaviour or position.

Traffic Control
The traffic control module "generates" the driver of each autonomous vehicle. That is to say a vehicle that is not linked to a driving cockpit (a.k.a interactive vehicle). As a result it is performing all the driving operations: acceleration, braking, steering, over-taking following the road network while respecting the driving rules (traffic lights, priorities). This module allows some parameters : an itinerary and behaviour rules can be defined (maximum speed, non-respect of the driving rules, risky over-taking, etc.) for each vehicle.
The maximum number of active autonomous vehicles mainly depends on the architecture and the throughput allowed on the network. When the traffic is very dense several traffic management modules may be running, each of them dealing with an subset of vehicles.

Performances: A traffic control module can manage one hundred vehicles on classical computer with a 100 Mo card.

Scenario Control
A scenario is made up of a set of rules and actions concerning traffic, environment, driving parameters and time. The definition of these rules and actions, written in a dedicated and user oriented language, allow the simulator user (engineer, trainer, etc.) to control the events during the driving session.

The scenario control module analyses the rules and modifies the traffic status and the environment in relation to the given scenario.

Sound generation
This module renders the audio environment engine road and wind noise of the driven vehicle, 3D noice of the surrounding traffic for an interactive vehicle. This result can be obtained on a PC using a sound generation library and 3D audio hardware. The same module can also generate pre-sampled vocal messages.
 

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Scenario creation and control
The creation of the rules and actions describing a scenario does not require a text editor. An interactive graphic tool under Windows has been designed for this task. The tool acts as a programming assistant, at each step in the design of a scenario, the valid functions and operators are proposed in pop-up menus.

This tool can also be used to start and stop a scenario (cf. 2 et 3.7) and to follow the activation of the various rules and tasks.

Recording
This module saves all the data needed for the replay of a driving session.

Scientific data recording
In order to allow for post processing, this is designed to save in a file a set of specific data relevant to the scientific and technical exploitation of the simulation. Instead of recording all the simulation data, which would be costly in terms of disk space and access time to hardware, it listens to selected " channels " on which other modules export the data selected for the scenario.



Replay
This module is used for the replay of a recorded session, it has a Windows interface implementing a VCR panel.

Data display
This module is useful to display in real-time a set of data selected by the user for analysis. It offers a Windows run-time visualisation interface for the selected data (graphic charts, gauges, counters, ...).
Simplified starting environment
A totally graphic interface pilots the user in his choice between a set of pre-selected exercises and scenarii. Very useful in a training environment, it also records the results of each cession for each driver (failed, warning, success).


Database tools
Three levels of representation of the terrain are used to allow the modules to work:
• Visual aspect
• Road network
• Road surface

These levels must be fitted in order to avoid any incoherence during the simulation session. This result is obtained by using one of these representation (the visual one, in openFlight format for example) to build the others.



Road network
The road network database describes the links between the different road elements, the signs and the driving code. The visual database is represented from a 3D top view in a window allowing the user to build the road network elements with a pointing device. The road network elements, including road segments, crossroads and traffic lights, are automatically managed. This database is used for traffic control, scenario control, top view display and scenario tool.

Road surface
A specific road surface description is needed to increase the realism and computational efficiency of the interaction between vehicle and road. Using the visual and road network databases, this tool operates an automatic generation of road surface elements (Bézier patches). The database is then completed or modified in a 3D window where the user can create new surface elements and modify their shapes by moving the control points with the mouse.


Τα περισσότερα από τα παραπάνω είναι (σε παραπλήσια μορφή) κομμάτια της νοοτροπίας του GT

Και βέβαια δεν καταστρέφονται τα οχήματα στον simulator της Renault.
Όλες οι μελέτες που κάνει η εταιρία (αλλά και όλες οι άλλες) έχουν δύο βασικούς στόχους
1)Να ερευνήσουν το πως αντιδρά ο οδηγός στην θέση οδήγησης (οπότε να μπορούν να τροποποιήσουν κατάλληλα το εσωτερικό του πραγματικού οχήματος για να είναι σύμμαχός του σε κάποια δύσκολη στιγμή...)
2)Να ερευνήσουν την συμπεριφορά του οχήματος μέσα στο περιβάλλον πριν από το ατύχημα.Την στιγμή του μπαμ, σταματά το πρόγραμμα (γιατί το τι συμβαίνει μετά το τρακάρισμα είναι τομέας διαφορετικός. Είναι άλλη μορφή simulator, όπου μέσω κατάλληλων προγραμμάτων σε υπολογιστή μπορούν να προβλέψουν την δομική αντοχή του οχήματος και τι είδους παραμόρφωση μπορεί να συμβεί σε κάθε είδους σύγκρουση.) :roll: :roll:

Προφανώς ο πρώτος παράγοντας δεν είναι μέσα στα ενδιαφέροντα ενός παιχνιδιού
Το δεύτερο τμήμα όμως είναι κοντά.........

Γιαυτό και ο Γιαμαούτσι-σαν του GT μαζί με τους συνεργάτες του, οδήγησαν ένα τρομερά μεγάλο πλήθος οχημάτων για να μπορέσουν να μεταφέρουν στο παιχνίδι την συμπεριφορά κάθε αυτοκινήτου ξεχωριστά.
’ρα ουσιαστικά μιλάμε για μελέτη συμπεριφοράς του οχήματος μέσα στο περιβάλλον
:D :D :D :D :D

Επομένως, τουλάχιστον ως στόχος, είναι ξεκάθαρα νοοτροπία simulator....... :D :D :D

(κατά την άποψή μου και με βάση τα όσα διάβασα από τις αναφορές των εταιριών για τους simulators τους!)
 

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Οι εκδηλώσεις για τα παιχνίδια είναι απλά μάρκετινγκ και τίποτε άλλο.
Το Forza Motorsport δεν το έχουν ανακαλύψει ακόμα;
Στο www.gamerankings.com έχουν μαζέψει... 101 reviews με μ.ο. 94%. Το Grant Turismo έχει 145 reviews και μ.ο. 89.5%
Επομένως είναι βλάκες οι της Microsoft που έχουν ένα τέτοιο διαμάντι στα χέρια τους και δεν το προωθούν σωστά?
Και αν όχι της Microsoft, τότε οι υπεύθυνοι marketing στην Ελλάδα?

Ακόμα κι αν είναι έτσι, ο νικητής στις πωλήσεις εξακολουθεί να είναι η SONY (τόσο σε hardware όσο και σε software.......)


Δεν έγραψα πουθενά ότι δεν το έχουν ανακαλύψει το Forza.
Αυτό που είπα είναι ότι δεν υπάρχει ο αντίστοιχος ντόρος που υπάρχει για το GT4!!
Αυτό βέβαια δεν σημαίνει αυτομάτως καλύτερο παιχνίδι.
Αλλά απλά ότι περισσότερος κόσμος έχει αφιερώσει χρόνο στο GT



Συνήθως στα reviews τα ποσοστά έχουν φθίνουσα μονοτονία.
Όσο μεγαλώνει το πλήθος των reviews τόσο το ποσοστό πέφτει..........
Πιο ρεαλιστικό συμπέρασμα θα είμαστε σε θέση να βγάλουμε σε ένα χρόνο περίπου, που και οι απόψεις θα είναι πιο κατασταλαγμένες αλλά και θα σταματήσει να υπάρχει ροή νέων reviews των παιχνιδιών
Εκεί δηλαδή που θα τείνει στατιστικά κάποια ισορροπία και θα μπορούμε να συγκρίνουμε τον συντελεστή μεταβλητότητας του δείγματος......... :roll: :D
 


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