Hi to all,
I'm not sure to understand all the problems you speak about ... I think the 'blur' of wheels could be done BEFORE the simulation start, by calculating some wheel images, and then those images could be used instead of real wheels details (for the side) when the speed is too fast for a human to see wheels details.
And I could say more : I don't care about WHEN a human can still see wheels details (at which speed, I mean). The wanted effect is only to see what we see in real life (do you often blink eyes to see wheels details when you see a nice car ?).
>>Most games have a texture for the wheel that comes in a number varieties from
>>'stationary' to a 'blurred' wheel.
>>The way LFS has done it now is still just fine, and you can see wheel details (not
>>that the wheels are very detailed to begin with).... If you want to see the wheels
>>details like in Torcs, then you haven't got some realism.
The realism which is important for persons who look at the game is not the PHYSIC realism, but only the VISUAL one. I don't think it's a great job to choose a texture to map on wheels while the speed is varying. But perhap's I'm wrong.
And to be honest, I would like to see brakes disks become red like on real tracks, when they become too hot ... or hot enougth like carbon ones
See you
Pat
PS: I have a special link with TORCS ... my brother is Eric
PS2: But I prefer LFS ! )
It would be very nice if wheels realy turn while cars are moving, instead of only changing the rotation position. I mean, when wheels turns too fast, they look like a swirl, and you can't see wheel's details. See Torcs if you don't understand.