Hi Claudio,
Realistic physics means that the car in the game will react properly to 
real world physics and mechanics. For example, think of what happens 
when you are driving down the strait away at 200 MPH and hit the breaks. 
Does the car just stop? No, it will slide and skid along ways down the 
track before it comes to a stop. The only way you can accurately predict 
how far it will slide is by calculating the known laws of physics 
applied to that car.
 For example, in algebra we were all taught the expression
distance equals rrate times time
which will calculate the distance an object will travel at a given rate 
in a specific amount of time. However, we don't  know the actual rate of 
the car when the breaks were applied. So we have to use physics to 
figure how much friction, counter force, was applied by the breaks to 
calculate the rate of deceleration. If a developer wants to go by the 
book on physics he is going to want to consider things like the weight 
of the car, the weight of the driver, the condition of the tires, and so 
on. All of those factors could come into play.
Take the tires for example. On the average family car there are all 
purpose tires with thick tread for use in snow, dirt, mud, bla. The idea 
is to get friction and traction in various weather and driving conditions.
Though, on a Nascar sports car they use a bald tire. The reason for this 
is that the bald tire will offer less resistance, less friction, on the 
track while racing. As a result that same bald tire would offer less 
counter force when pressing the breaks than your average all purpose tire.
Anyway, once you figure out how much counter force was applied you can 
use that to get the amount of deceleration. Which in turn can be used to 
reduce the rate of the car. Once you know the current rate you can pass 
that off to your
distance equals rate times time
equasion to find how far the car will slide down the track.


Claudio wrote:
> Hello Thomas!
> What are "realistic physics?"
> Regards, Claudio.
>
>
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