A movie that directly hit the actual game development staff 'How to reproduce the movement of real cars in the game' is being released
As the game with cars, such as the Gran Turismo series and Forza Motorsport gets new, the movement of the car is more realistically reproduced. Because YouTuber's Brian McMaininas had the opportunity to speak with the development staff of the racing game " THE CREW 2 " selling at Ubisoft , he said, "Since it's a big deal, how to reproduce realistic car movements in the game I heard that "I wonder?", That state is released on YouTube.
The Physics of Racing Games - YouTube
"Various designs are given to automobiles according to the application"
"It's just to move to the destination"
"Or, it's because you can run the course in the shortest possible time ..."
"It might be because it will run through difficult terrain"
"These cars are designed and manufactured by specialists in their respective fields."
"In June 2018, I was invited by Ubisoft , I got on amazing four cars, the first one is KTM · Crossbow that the professional is driving"
"Baggy for second off-road driving"
"The third one is" Land Rover / Defender "
"The fourth one is Porsche Cayman S "
"And the purpose I tested on these cars is to clearly understand what four cars with different specifications will demonstrate in the real world and the Ubisoft game" The CREW 2 " It was to ask the development staff how to implement the movement of the car on the road. "
"I talked with Mr. Stefan Jangjowski, producer of Ubisoft's The CREW 2"
"In a conversation with Mr. Jangjowski," Knowing the difference between the physical world and the world of the game world "and the developer knows two things" how to reproduce cars with completely different characteristics in the game " I could do it. "
"In the game engine of The CREW 2 it seems that the physical calculation model and the 3D model are completely separated"
"According to Jangjowski," In the game engine we are using, it is possible to automatically obtain the physical calculation model when building car parts in 3D "
"The explanation by Mr. Jangjowski is a little abstract, so if you explain with an example, when a tire is created with a 3D model by a developer, The CREW 2's physical calculation model automatically creates its own friction and mass model It means to generate it. "
"However, we may exclude the physics calculation model mainly for the part that only affects the appearance, for example, it is designed to ignore the aerodynamics in the game for the spoiler etc. In the original race etc, There are a lot of restrictions that you need to consider, but in the game you have a high degree of freedom so that you can set the car to your preferred appearance. "
"Suspension is subject to physical calculation.Suspension is a so-called spring system, function to give comfort to the person riding so as not to convey the situation of the road surface inside the car.It affects game play originally Although it is not a system, we use physical calculations to determine the posture of the vehicle when we turn the decorated road surface or corner in the game. "
"But in a real world the car will easily roll over if the suspension is heavily loaded on one side of the car, for example by entering the corner in an accelerated state."
"In order to prioritize pleasure in the game, even if you do the same thing, there is nothing like the vehicle to roll over, but if you make a jumping jumping, the vehicle will tilt to become likely to roll over I am. "
"By the way, the racing car is designed so that the suspension is hard to keep the center of gravity low, and it is designed to be difficult to overturn even in the real world.This design is also reflected in the game, but all physical laws are reality It does not mean that it is the same as that of '
"For example, when you take your foot off the accelerator and ride the brake while driving, ... ...."
"A deceleration G is applied to the front, and the rear side of the car body floats up.In this state, the grip of the rear tire will be lost, which will cause oversteering ."
"However, in a real world racing car, the car is not designed to be in this state"
"Many of the actual racing cars adopt a mid-ship layout that centers the engine."
"And by making the suspension hard, even when running in the corner, we are designed to evenly distribute the forces on the front and rear, making it easier to corner."
"However, in the game world, many players tend to desire actual car movements, not real racing cars, so oversteer and understeer occur in large numbers in many games "
"Particularly in games that are named as driving simulators, we will faithfully reproduce changes in traction such as oversteer and understeer, etc. Of course, unless you get used to it, you enter the corner at the wrong speed, you can not bend and crash against the wall, It will be difficult to operate such as leaving the track. "
"The CREW 2 is a design that is compatible with" realness "and" enjoyment "and somewhat rough driving is possible"
"If you drive on the evidence at 180 km / h and you decide a big jump, you can also make a crash surely.The taste is that the CREW 2" Enjoy the game "concept Because I have it. "
"Next let's look at the engine of the car.The game developer does not exactly simulate the movement of the engine, but let's see the 0-100 km / h acceleration of the Porsche 911 GT3 RS Learn more "
"Within the game you can record 3.2 seconds and give you the same time as the actual car.Thus it sets the performance so that the developers are as close to the actual performance as possible, Despite not reproducing the movement of the engine, how do you reproduce the movement close to reality? "
"First of all, in order to calculate the top speed of a car you can calculate it from the drag applied to the vehicle.Drag (F) can be obtained by the following formula"
"If we change this equation to find V (velocity), we change to an expression that can calculate the speed.The developer decides the maximum output and coefficient of the car, It will be possible to adjust (V) "
"However, adjustment of the acceleration of the car is a little troublesome as it needs to compute another factor, the most concerned being the calculation of the torque which changes with the engine speed and gear ratio"
"If the tire does not run idle, the force (F) the wheel applies to the ground will be the torque divided by the tire radius."
"Considering that there are multiple gears in the car, the torque can be obtained from this formula"
"Te engine torque will change according to engine speed"
"So, the developer inputs the value of the torque corresponding to the number of revolutions of the engine in advance as a parameter, and checks one by one whether or not the performance is similar to that of a real car."
"By making such adjustments in detail, it will be possible to give reality to the game and to take care of the game nature so that everyone can enjoy it."
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