There were many challenges in developing this ambitious project. skive was heavily involved in the planning and scoping process, and production began with the filming of the Millbrook track itself.
In order to create a linear timescale and acceptable frame rate across various playback speeds, the course was filmed from a car travelling at a low and constant speed. An HD camera was rigged on a 4x4 utilising hill descent and cruise control, which maintained a constant low speed through automatic acceleration and braking over the steepest of gradients.
Segments of the resulting footage were then edited into four 'sections', and displayed 'through the windscreen' of the main game interface.
We then developed a real-time physics engine to calculate the continuous states of velocity, acceleration, aerodynamic drag, rolling resistances, internal engine friction, and track position from the various inputs, including accelerator and brake position, gear selection, and track geometry.
Another challenge was to get the game working on the Vision Racer unit - the same driving simulator professional race drivers use to hone their skills and learn race circuits.
Integrating the steering wheel controls into the game was tricky: the Logitech steering wheel had the ability to remap inputs from the steering wheel into keyboard buttons, but it only gave a digital response rather than an analogue one. We also needed to know how far down the accelerator was being pushed - as opposed to whether it was being pushed or not.