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	<title>stenyak.com &#187; motorsport</title>
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	<description>porque a veces uno se aburre...</description>
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		<title>Mad oversteer</title>
		<link>http://www.stenyak.com/archives/555/mad-oversteer/</link>
		<comments>http://www.stenyak.com/archives/555/mad-oversteer/#comments</comments>
		<pubDate>Sun, 08 Mar 2009 11:56:22 +0000</pubDate>
		<dc:creator>stenyak</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[es]]></category>
		<category><![CDATA[autos]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[motorsport]]></category>
		<category><![CDATA[music]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[simracing]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://www.stenyak.com/?p=555</guid>
		<description><![CDATA[Some old vids in which I&#8217;m just the wheelman. Thanks to Darth Joules and Geert, the simracers who did the video capturing and editing (my crappy 1k ghz putter couldn&#8217;t handle all that stuff, 30 constant FPS was already a great achievement), and of course thanks to Eero Piitulainen for the excelent RBR physics (hope [...]]]></description>
			<content:encoded><![CDATA[<p>Some old vids in which I&#8217;m <em>just</em> the wheelman. Thanks to <strong>Darth Joules</strong> and <strong>Geert</strong>, the <a href="http://en.wikipedia.org/wiki/Racing_simulator">simracers</a> who did the video capturing and editing (my crappy 1k ghz putter couldn&#8217;t handle all that stuff, 30 constant FPS was already a great achievement), and of course thanks to <strong>Eero Piitulainen</strong> for the excelent <a href="http://en.wikipedia.org/wiki/Richard_Burns_Rally">RBR</a> physics (hope to see another physics engine of yours soon&#8230;).</p>
<p style="text-align: center"><object width="400" height="326" data="http://video.google.com/googleplayer.swf?docid=-8909293744085335458&amp;hl=en&amp;fs=true" type="application/x-shockwave-flash"><param name="id" value="VideoPlayback" /><param name="src" value="http://video.google.com/googleplayer.swf?docid=-8909293744085335458&amp;hl=en&amp;fs=true" /><param name="allowfullscreen" value="true" /></object></p>
<p style="text-align: center"><strong>Edit</strong>: <em>fuck, the first video&#8217;s been taken down. i&#8217;m not making any money out of this blog, you stupid record labels!</em></p>
<p style="text-align: center"><strong>Edit 2</strong><em>: yeah!! a counter-dispute and the video is back online! let&#8217;s see how long it lasts..<br />
</em></p>
<p style="text-align: center"><object width="400" height="326" data="http://video.google.com/googleplayer.swf?docid=-7915018182414882877&amp;hl=en&amp;fs=true" type="application/x-shockwave-flash"><param name="id" value="VideoPlayback" /><param name="src" value="http://video.google.com/googleplayer.swf?docid=-7915018182414882877&amp;hl=en&amp;fs=true" /><param name="allowfullscreen" value="true" /></object></p>
<p>Ahora lo que es en castellano: un par de viejos videos, de cuando solía quemar rueda (virtual) semanalmente, en este caso con <a href="http://en.wikipedia.org/wiki/Richard_Burns_Rally">RBR</a>.  Gracias a <strong>Darth Joules</strong> y <strong>Geert</strong> por la captura y edición, y <strong>Eero</strong> por el brutal motor físico que programó <em>a contrarreloj</em> para SCi y que aún hace vibrar a la comunidad. Una pena que el código se haya perdido en el limbo legal gracias a los 6 años de abandono, los Ferraris de dudosa legalidad estrellados, la mierda que salpicó a Warthog Studios por sus relaciones con cierta mafia sueca de blanqueo, las detenciones de algunos CEOs y los consiguientes enchironamientos, y weno&#8230; mejor no seguir que escribo un libro <img src='http://www.stenyak.com/wp-includes/images/smilies/icon_lol.gif' alt=':lol:' class='wp-smiley' /> </p>
<p style="text-align: center;"><em><strong>Richard Alexander Burns</strong></em></p>
<p style="text-align: center;"><em><strong>January 17, 1971 &#8211; November 25, 2005</strong></em></p>
<p style="text-align: center;"><em><strong>R.I.P. </strong></em></p>
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		<title>Realistic Fractal Worlds</title>
		<link>http://www.stenyak.com/archives/6/realistic-fractal-worlds/</link>
		<comments>http://www.stenyak.com/archives/6/realistic-fractal-worlds/#comments</comments>
		<pubDate>Sat, 13 May 2006 23:04:23 +0000</pubDate>
		<dc:creator>stenyak</dc:creator>
				<category><![CDATA[en]]></category>
		<category><![CDATA[autos]]></category>
		<category><![CDATA[aviation]]></category>
		<category><![CDATA[computing]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[motorsport]]></category>

		<guid isPermaLink="false">http://www.stenyak.com/blog/?p=7</guid>
		<description><![CDATA[As you may or may not know, I&#8217;m involved in a pretty ambitious project, named Motorsport. Its purpose is to become the most realistic simulator of vehicles (usually cars), and as such, no ideas are being scrapped (as long as they contribute to the sim realism, that is). There are a lot of ideas floating [...]]]></description>
			<content:encoded><![CDATA[<p>As you may or may not know, I&#8217;m involved in a pretty ambitious project, named <a href="http://www.motorsport-sim.org">Motorsport</a>. Its purpose is to become the most realistic simulator of vehicles (usually cars), and as such, no ideas are being scrapped (as long as they contribute to the sim realism, that is).</p>
<p>There are a lot of ideas floating around. You can read about a couple of those <a href="http://www.motorsport-sim.org/mediawiki/index.php/Evolution_3">new ideas here</a>. However, I&#8217;m going to talk about something which you won&#8217;t find there: generation of real world 3d geometry and textures on the fly, with an unlimited level of detail.</p>
<p>Yeah, sounds gorgeus at first. But it&#8217;s not so gorgeus as it&#8217;s difficulty to code and get right (i guess).<br />
The idea is to:</p>
<ol>
<li>Find a free (CC-licensed if possible) source of Earth data. We need both 2d textures and a 3d model, which can usually be found in the form of (unfortunately) <em>freaking low-res</em> textures and <em>freaking low-res</em> heightmaps.<br />
Possible sources:</p>
<div style="text-align: center;"><a href="http://earth.google.com">Google Earth</a>:<br />
<a href="http://earth.google.com"><img class="aligncenter size-full wp-image-38" title="google earth" src="http://www.stenyak.com/wp-content/uploads/2008/09/gearth.jpg" alt="" width="320" height="235" /></a><br />
<a href="http://worldwind.arc.nasa.gov">World Wind</a>:<br />
<a href="http://worldwind.arc.nasa.gov/"><img class="aligncenter size-full wp-image-37" title="world wind" src="http://www.stenyak.com/wp-content/uploads/2008/09/ww.jpg" alt="" width="320" height="240" /></a><br />
<a href="http://www.flightgear.org">FlightGear Flight Simulator</a>:<br />
<a href="http://www.flightgear.org/"><img class="aligncenter size-full wp-image-36" title="flight gear" src="http://www.stenyak.com/wp-content/uploads/2008/09/fg.png" alt="" width="320" height="240" /></a></div>
<p>Ok, so that has nothing to do with fractal worlds.</li>
<li>That&#8217;s where procedural contents come into play. Take a library such as <a href="http://libnoise.sourceforge.net">LibNoise</a>, take the aforementioned <em>freaking low-res</em> contents, <a href="http://libnoise.sourceforge.net/tutorials/tutorial5.html">mix them all in a bowl</a> on the fly, and you can get 3d meshes and 2d textures with any level of detail you may want, perfectly consistent and reproducible across different computers.</li>
<li>But this is a vehicle sim, so we must add some roads.<br />
Google Maps provides some road maps (as do many other websites such as <a href="http://www.guiacampsa.com">Guia Campsa</a>, but their data most probably can&#8217;t be used without paying royalties first)<br />
Then there&#8217;re some professionals who work creating <a href="http://www.landxml.org">landxml</a>-compatible sets, which sometimes are not even possible to buy.<br />
And then there&#8217;s data created by regular people with their GPS-equipped cars, for example <a href="http://www.openstreetmap.org/traces">Open Street Maps</a>.</p>
<p>Once we got some good (or bad) road data, we drop it over the heightmap we got from point <strong>1)</strong>, seamlessly integrating it by using 3d mesh data and blended textures, and add some detail (bumps, side bankings, curbs, dust, camber, variable surface properties, &#8230;) in order to make the ride a bit more interesting.</li>
</ol>
<p>Sounds easy, does it? Of course NOT. But it&#8217;s just a rough idea of what could be done in, say 23 years or so.. give or take a day <img src='http://www.stenyak.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Enough dreaming for now, I should go study something about OSs (Operating Systems, not Open Source Software! <img src='http://www.stenyak.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>See ya!</p>
<p>Ps: yup, I&#8217;ve finally decided to write some posts in English, as I find it easier to find the words for technical subjects such as the one in this article. Plus English is a more efficient language when it comes to bandwidth! <img src='http://www.stenyak.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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