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F1 Computer simulation...
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[quote][i]Originally posted by Paul_J[/i] [quote][i]Originally posted by Robin[/i] [quote][i]Originally posted by Paul_J[/i] Your doing comparison's to F1 technology... in the same way a F1 car has variable valve timing and normal cars inherit... etc... This is completely not what the situation is with computer games. [/quote] Yes, now, but why not in the future? I see no reason that SOME of the technology used to create an accurate simulation couldn't be used in a fun game on a format which is available for home use. I'm sure the company looking for investments aren't expecting to rip it straight off (that's the key point BTW) and stick it in a green box on Tesco's shelves, I imagine they're looking to use specific parts of the simulator to improve car games in the future. I agree there's probably not as big a market for a 100% perfect sim as there is for an arcadey type game, but that doesn't mean games can't be MORE realistic than they are now. [/quote] Ok. I agree - it's possible, a developer may be interested in using some of the features from a F1 sim (providing they are portable to their game engine and fit around the rest of their simulation) - but I'd A ) imagine adjusting it to fit would be probably as costly as developing it themselves in the first place and B ) for the F1 team to make their money back on the technology, they'd have to charge a fortune for it. Thus it not being worth a company to buy, as they could develop it themselves cheaper (not needing the whole bells and whistles), plus refer to A - geting this technology from another sim to fit in with what they've already coded. Ok... so the F1 team may sell it at a reasonable price - not wishing to cover the costs they incurred during development (creating the best sim in the world) ... fair enough... but how's Cosmo's dad make his money back? The problem is not the software, not the hardware... it's the people. People in the mass market scale, don't enjoy playing 100% realistic games, as they're generally hard and have a steep learning curve. By the sim being 100% realistic, the quickest in the game would require the skill of a real racing driver. That's cool, but not everyone is a real racing driver, or could come close... thus bye bye mass market. If the mass market eventually did come round to the idea of having the best realistic simulation in the world, then it'd be cheaper for a developer to develop this from scratch. For example, If I wanted to make a 'quite realistic space game' ... If I bought code off of NASA's simulations that I'm sure are 100% realistic, it'd cost Billions! or alternatively I could code it myself. Physics in games, is generally just implementing equations that already exist, Physics calculations, maths mechanics, vectors, etc. If you can explain how a ball will bounce in the real world using physics / maths... you can put that same sum easily into software. The hard part is getting the graphics right and getting it to animate pricisely - for example the ball as it hits the ground getting squashed slightly / bending shape etc. [/quote]
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