January 20, Jean-Francois Chardon, producer of the sim racing game RaceRoom at Sector3 Studios, conducted a seminar about physics engines and the simulator game industry. Jean-Francois told us that racing simulators have several underlying engines, both for handling physics and graphics. It was especially interesting to see what type of data the physics engine of RaceRoom needed. Long lists and large matrices of abstract number combinations describe everything from tire friction to engine power. This data often needs to be modified before the cars can be implemented in the game, he told us. To do this, they partner up with real racecar drivers, who test the cars ingame. Today game developers of racing games collaborate with professional racing teams and car manufacturers.
More information in the report on the Racing Game Engine online seminar.