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	<title>Comments on: Carsurvey.org Performance Simulator</title>
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	<link>http://www.distantparts.com/2006/04/12/30/</link>
	<description>Random thoughts from a far off place</description>
	<pubDate>Tue, 06 Jan 2009 23:55:46 +0000</pubDate>
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		<title>By: Steven</title>
		<link>http://www.distantparts.com/2006/04/12/30/comment-page-1/#comment-131</link>
		<dc:creator>Steven</dc:creator>
		<pubDate>Wed, 12 Apr 2006 18:55:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.distantparts.com/2006/04/12/30/#comment-131</guid>
		<description>Thanks Gary,

To get a good idea of your Freelander versus the Enzo, try the 1.8 Focus. Your Freelander would be a bit slower than the Focus. Adding cars takes quite a bit of time - I need quite a lot of information for the simulator to work. The torque curve for the engine, the gearbox ratios, the drag coefficient, and the tyre grip levels seem to be the difficult ones. Hopefully by allowing visitors to add these details, I can let owners dig through their manuals and brochures for the relevant information.

Most of the code was written by me (about 80%). Solving the physics equations for a car was a bit hairy, so &lt;a rel="nofollow" href="http://www.apress.com/book/bookDisplay.html?bID=418"&gt;Physics for Game Programmers&lt;/a&gt; got me pointed in the right direction. My car model is more detailed than the one in the book, but I'm using the same &lt;a rel="nofollow" href="http://en.wikipedia.org/wiki/Runge-Kutta"&gt;Runge-Kutta methods&lt;/a&gt; to estimate the motion of the car.

Might do top down images at some point, but my main focus for the next version will be polishing the existing features. Then I want to focus on allowing visitors to add their own cars.</description>
		<content:encoded><![CDATA[<p>Thanks Gary,</p>
<p>To get a good idea of your Freelander versus the Enzo, try the 1.8 Focus. Your Freelander would be a bit slower than the Focus. Adding cars takes quite a bit of time - I need quite a lot of information for the simulator to work. The torque curve for the engine, the gearbox ratios, the drag coefficient, and the tyre grip levels seem to be the difficult ones. Hopefully by allowing visitors to add these details, I can let owners dig through their manuals and brochures for the relevant information.</p>
<p>Most of the code was written by me (about 80%). Solving the physics equations for a car was a bit hairy, so <a rel="nofollow" href="http://www.apress.com/book/bookDisplay.html?bID=418">Physics for Game Programmers</a> got me pointed in the right direction. My car model is more detailed than the one in the book, but I&#8217;m using the same <a rel="nofollow" href="http://en.wikipedia.org/wiki/Runge-Kutta">Runge-Kutta methods</a> to estimate the motion of the car.</p>
<p>Might do top down images at some point, but my main focus for the next version will be polishing the existing features. Then I want to focus on allowing visitors to add their own cars.</p>
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		<title>By: Gary</title>
		<link>http://www.distantparts.com/2006/04/12/30/comment-page-1/#comment-130</link>
		<dc:creator>Gary</dc:creator>
		<pubDate>Wed, 12 Apr 2006 17:11:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.distantparts.com/2006/04/12/30/#comment-130</guid>
		<description>Thats pretty darn neat!

Get my 1.8 Petrol Freelander into the list, I want to see it whip the Enzo :P

Did you write the simulator from scratch?

Maybe you could put little top down images of the actual cars for the next release ?</description>
		<content:encoded><![CDATA[<p>Thats pretty darn neat!</p>
<p>Get my 1.8 Petrol Freelander into the list, I want to see it whip the Enzo <img src='http://www.distantparts.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>Did you write the simulator from scratch?</p>
<p>Maybe you could put little top down images of the actual cars for the next release ?</p>
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