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» Personal Loan No Credit Check, Online Economics » Computer games after category » Simulation play » Running simulation


Page modified: środa, lipiec 13, 2011 17:55:40

A running simulation is a computer game of the type running play, with which the player in the role must steer one of the competing drivers a as realistically as possible simulated progressive movement means to the victory.

History

As is the case for all simulation plays the technical progress made a ever realitynear simulation possible of the running happening. Plays, which represented the best approximation to the reality at the time of their appearance and so that to the Simulationen can be counted, became later exceeded by the state of the art far.

Particularly the Arcade automats, which were starting from 1976 published and up to the appearance of the home computers into the early 1980ern the prevailing platforms, do not appear based on the conditions of the 2000er years as Simulationen.

The time of the Arcade Simulationen

The first running simulation was Gran Trak 10 of Atari (1974). This Arcade play had a steering wheel, as well as a 4-Gang circuit, braking and accelerotor pedal as the first. The play was black and white and from the bird perspective.

When first 3-D running simulation can starting from 1976 of Atari/Namco sold, electromechanical barrel F-1 to be regarded, already the roofridge person perspective typical for most plays of this category used.

That likewise 1976 of Atari brought out Arcade automat Indy 4 still showed the racing course from the bird perspective, and was at the same time the first multi-player running simulation however already considered the condition of the underground.

Likewise 1976 were manufactured the Arcade play Night Driver of Atari. It was a black and white play. One saw on the left and on the right white bars. The own car was adhesive as plastic disk on the monitor.

In the same year appeared also Fonz of Sega/Gremlin, a motorcycle simulation, whose control was made by a motorcycle steering wheel. That is the first attempt to arrange the running simulation by a realistic organization of the input devices still reality closer.

Further milestones:

  • Sprint 2 (Atari, 1976) 1. Running play on microprocessor basis
  • Monaco GP (Sega, 1980) 1. Running play in Sit in housings, Farbgrafik and Stereo sound
  • Out run (Sega, 1986) 1. Running play with Force feedback
  • Cruis'n the USA (Midway, 1994) 1. Running play with Reality Mapping

The 1982 of Atari published poles position (computer game) were the first running simulation, which copied the expirations of real running: Qualification and running were separate parts of the play. The representation took place as usual with modern Rennsimulationen in the roofridge person perspective, and a variant of the Arcade automat had three screens, in order to offer to the driver sitting in a copied cockpit a panorama perspective of running and to arrange so a realistic visual impression.

On the technology of poles position develop then all further Rennsimulationen.

As a successor of pole position there was TX-1 (Tatsumi, 1983) with 3 monitors, which easily bent next to each other were. Buggy Boy gave it with 1 or 3 monitors.

The play Out run (Sega was very successful, 1986). This gave it also in a version with a small Ferrari to puts in. For the first time there was Force feedback.

Advancement on home devices

With the arising of the home computers it was to increase the complexity of the simulation clearly because economic success at home users play no more did not sell one as with Arcade automats on the fact depended that the operation of the play was to be learned fast and a particular of play was terminated in few minutes, so that the automat was to the next paying customer at the disposal.

The most important milestone of the home computer era was of Geoff the Crammond for the BBC home computer as well as the C64 developed Revs. It offered set UP possibilities (angles of incidence of front and tail wings), a realistic physics model and two realistic racing courses (Silverstone and fire Hatch). While the play process planned as with poles position qualification and running, the computer opponents were no longer as with the Arcade automat coincidentally emerging, slow obstacles. Revs offered instead a complete field of drivers, everyone with an own name, a car in its own colors and its individual speed.

An unusual simulation was that 1990 of published Stunts. It deviated from sport-play-typical imitation material sport event, ordered however over realistic and flexible physics model, which despite the unrealistic racing courses, which offered Sprungschanzen, Loopings and other obstacles, a genuine simulation made it. Differently than most Simulationen it was possible with Stunts (and necessarily) before, to use the third dimension.

  • 1987: Test drive (Accolade)
  • 1989: Indianapolis 500 - Papyrus, realistic set UP possibilities, 3D-Computergegner
  • 1991: Formula One Grand Prix (World Circuit, F1GP) - MicroProse, extensive simulation also for conditions at that time of impressing diagram and physics model. Uses a primitive form of Texture Mapping for bitumen and discharge zones.
  • 1996: Grand Prix 2 (GP2) - MicroProse, realistic vehicle physics, extremely extensive Setupoptionen, 3D diagram with complete Texture Mapping, on Wave Samples based digital sound.
  • 1998: Grand Prix Legends (GPL) - papyrus, first genuine 3D-Physikmodell, support of 3D accelerator maps and on-line play over Internet
  • 1999: Sport Car GT (SCGT) - ISI, GT simulation with modular architecture, various Modding possible
  • 2000: Grand Prix 3 (GP3) - MicroProse, dynamic changes of weather during running with appropriate influence on driving physics
  • 2003: Live for speed S1 (LFS), on-line running simulation with very good multi-player mode, as he was to be found before only with Ego Shootern. By only 3 developers in self-direction one develops and exclusively over Internet one drives out.
  • 2004: Richard Burns Rallye (RBR) - Warthog, first really realistic Rallyesimulation with some genuine 3D-Physikmodell to the employment comes. Also individual steam turbine and gas turbine system are to be improved realistically modelled and not artificially widened around the play barness.
  • 2004: GTR - Simbin, live TRACKs Technology, Grip level of the roadway changes according to the reality by factors such as rubber drift, oil remainders, temperature etc.
  • 2005: Live for speed S2 (LFS) possesses a new tire model, whereby each tire is divided into 48 zones. For each of these zones the temperature and the abrasion are computed depending upon driving fashion, thus are it for the first time possible brake actuating disks to be caught. The moreover on-line with maximally 20 drivers and driver changes are possible up to 99h running.
  • 2005. GT Legends - Simbin, successor of GTR, one moves detailed old timers from and the 70's 60's over current racing courses in Europe. Largest innovation compared with GTR is a motivating career mode, but no more weather effects.

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