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	<title>OpenRacer</title>
	<link>http://www.openracer.org</link>
	<description>Open Source Racing</description>
	<pubDate>Thu, 29 May 2008 19:05:09 +0000</pubDate>
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		<title>OpenRacer vs RaceRacer: Explained</title>
		<link>http://www.openracer.org/2008/04/05/openracer-vs-raceracer-explained/</link>
		<comments>http://www.openracer.org/2008/04/05/openracer-vs-raceracer-explained/#comments</comments>
		<pubDate>Sat, 05 Apr 2008 17:04:24 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
		
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.openracer.org/2008/04/05/openracer-vs-raceracer-explained/</guid>
		<description><![CDATA[Is this project called OpenRacer or RaceRacer, and what's the difference?]]></description>
			<content:encoded><![CDATA[<p>I can imagine many of you are confused as to which is which. Is this project called OpenRacer or RaceRacer, and what&#8217;s the difference?</p>
<p>The Wiki article below explains the link between the two, and the philosophy of how it all works:</p>
<p><a href="http://www.openracer.org/wiki/index.php?title=OpenRacer_vs_RaceRacer" target="_blank">OpenRacer vs RaceRacer</a></p>
<p>I have yet to complete the article, but it should give you a basic understanding of the relationship. You might also want to read the rest of the philosophies in the Wiki to be sure of what we are about.</p>
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			<wfw:commentRss>http://www.openracer.org/2008/04/05/openracer-vs-raceracer-explained/feed/</wfw:commentRss>
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		<item>
		<title>Moved Hosting &#038; Wiki Intergration</title>
		<link>http://www.openracer.org/2008/04/05/moved-hosting-wiki-intergration/</link>
		<comments>http://www.openracer.org/2008/04/05/moved-hosting-wiki-intergration/#comments</comments>
		<pubDate>Sat, 05 Apr 2008 11:43:19 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
		
		<category><![CDATA[Website]]></category>

		<guid isPermaLink="false">http://www.openracer.org/2008/04/05/moved-hosting-wiki-intergration/</guid>
		<description><![CDATA[Hosting has moved to a permanent location and integrated the Wiki.]]></description>
			<content:encoded><![CDATA[<p>Apologies for the downtime during the past couple of days. I have now moved hosting to a permanent location. Our previous host was quite limited, and had various problems with sessions etc. These issues have now been solved, and further work on the website can now continue. The forum and website templates are now completely separate, so you should notice a considerable speed difference.</p>
<p>In other news, the <a href="/wiki/" target="_blank">Wiki</a> is now completely integrated with the forum. This means that anyone with an account can <a href="/forum/ucp.php?mode=login">login</a> and edit the Wiki. Although the spirit of a Wiki is to make it publicly editable, I feel it is unnecessary and will attract spam more than anything else. Currently only admins and contributors can edit content, but once it increases in popularity, I will open it up to all members.</p>
<p>I will also be updating the Wiki with content relating to the new application version. At the moment, most of the pages are geared towards the shockwave version. I have kept a backup of the old information encase Tom ever decides to continue.</p>
<p>The Easter holidays are now over, so unfortunately I won&#8217;t be able to make as much progress from now on. In the meantime I will be fixing bugs, cleaning code and improving functionality. Once I feel the game is in a reasonably playable state, I will head for a public alpha release.</p>
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		<title>First Material Script</title>
		<link>http://www.openracer.org/2008/03/30/first-material-script/</link>
		<comments>http://www.openracer.org/2008/03/30/first-material-script/#comments</comments>
		<pubDate>Sun, 30 Mar 2008 13:26:44 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
		
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.openracer.org/2008/03/30/first-material-script/</guid>
		<description><![CDATA[After hours of tweaking the material script of the Cobra, I have devised our most realistic combination yet.]]></description>
			<content:encoded><![CDATA[<p>Finally, after hours of tweaking the material script of the Cobra, I have devised our most realistic combination yet. We&#8217;re still a very long way off what is actually possible, but as far as my limited knowledge goes, I&#8217;m very pleased with the results.</p>
<p><a href="/wp-content/gallery/alpha/cobramaterial.jpg" class="thickbox"><img src="/wp-content/gallery/alpha/thumbs/thumbs_cobramaterial.jpg" alt="Cobra Material" /></a></p>
<p>It&#8217;s not perfect, but we&#8217;re getting there. As I said, this is only the surface of what is possible. The material scripts for Ogre are very simple, but attach them to a shader script, and super realistic results can be achieved. We will be using CG; a high level shader language by NVidia which supports both DirectX and OpenGL. I&#8217;ll be investing in <a href="http://www.amazon.com/Cg-Tutorial-Definitive-Programmable-Real-Time/dp/0321194969" target="_blank">this book</a> to help out with my knowledge.</p>
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		<item>
		<title>Sky is Back! With HDR.</title>
		<link>http://www.openracer.org/2008/03/26/sky-is-back-with-hdr/</link>
		<comments>http://www.openracer.org/2008/03/26/sky-is-back-with-hdr/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 16:10:54 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
		
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.openracer.org/2008/03/26/sky-is-back-with-hdr/</guid>
		<description><![CDATA[The sky has not been working for quite some time, and I have finally solved the problem.]]></description>
			<content:encoded><![CDATA[<p>The sky has not been working for quite some time, and I&#8217;ve been trying to figure it out for months. I have finally solved the problem, and as usual, it was completely obvious. For some reason, I had 2 camera initializations both connecting to the same scene node. One had no far clipping, while the other did. All it took was to delete one of the camera functions and set a far clipping distance of about 800 world units more than that set on the skydome. Hey presto! It worked.</p>
<p>Now that the sky is working, I had a play about with the HDR (High Dynamic Range) compositor I implemented a while back. Unfortunately it is graphics-hungry, and it has an effect on the physics stepper. Therefore it can be pretty slow because it applies the effect to the entire screen. But nevertheless, it&#8217;s good for taking screenshots.</p>
<p>Head over to the <a href="/media/gallery/">gallery</a> for a peek.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.openracer.org/2008/03/26/sky-is-back-with-hdr/feed/</wfw:commentRss>
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		<title>Stress Testing</title>
		<link>http://www.openracer.org/2008/03/25/stress-testing/</link>
		<comments>http://www.openracer.org/2008/03/25/stress-testing/#comments</comments>
		<pubDate>Tue, 25 Mar 2008 22:09:33 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
		
		<category><![CDATA[Project]]></category>

		<guid isPermaLink="false">http://www.openracer.org/2008/03/25/stress-testing/</guid>
		<description><![CDATA[Out of curiosity, I implemented a feature to duplicate cars.]]></description>
			<content:encoded><![CDATA[<p>Out of curiosity, I implemented a feature to duplicate cars. Therefore, you can have multiple cars on a track at any one time. In my quest to develop AI, they can even drive by themselves. (Cluelessly, in a completely random fashion.) Nevertheless, it works.</p>
<p>I was astonished to discover just how much stress OpenRacer can cope with. It managed to render 200 cars at once with a reasonable framerate. That&#8217;s over 1,000,000 polygons! It could do even more, but from then on it starts to get a lot slower.</p>
<p>Each car in OpenRacer consists of only 3000-5000 polygons. The cars in next-gen racing games are over 80k polygons each. If I imported a car of such detail into the game, it would make a phenominal difference. It won&#8217;t affect the framerate much, either!</p>
<p>Promising stuff. Check out the screenshot <a href="/wp-content/gallery/alpha/stresstest.jpg" target="_blank">here</a>.</p>
]]></content:encoded>
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