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	<id>http://wiki.vdrift.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Venzon</id>
	<title>VDrift - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.vdrift.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Venzon"/>
	<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Special:Contributions/Venzon"/>
	<updated>2026-09-26T15:03:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1099</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=1099"/>
		<updated>2012-08-26T18:18:33Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:vdrift_logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
Welcome to the [[Project:About|VDrift Wiki]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:General Info|General Info]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Contributing]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Installation|Installation]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Requirements]]&lt;br /&gt;
*[[Downloading]]&lt;br /&gt;
*[[Installing]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Configuration|Configuration]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Playing|Playing]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting Techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Files|Files]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[Data directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes|videomodes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]], [[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Development|Development]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Working with the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Testing]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Coding Guidelines]]&lt;br /&gt;
*[[Source code documentation]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Cars|Cars]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[3D modelling]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;[[:Category:Tracks|Tracks]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=320</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=320"/>
		<updated>2011-12-13T05:05:20Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Optional: Compile Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift depends upon the build environment beeing set up correctly. See [[Getting VDrift]].&lt;br /&gt;
&lt;br /&gt;
Compiling VDrift makes it possible to [[Installing|Installing VDrift]].&lt;br /&gt;
&lt;br /&gt;
Compiling VDrift is different depending on the operating system on which it is compiled. So follow the applicable passage.&lt;br /&gt;
&lt;br /&gt;
= Compiling on FreeBSD =&lt;br /&gt;
&lt;br /&gt;
To compile VDrift on FreeBSD, use the ports system.&lt;br /&gt;
&lt;br /&gt;
== Latest Release ==&lt;br /&gt;
&lt;br /&gt;
If you downloaded a release, simply run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/vdrift &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
== Development Version ==&lt;br /&gt;
&lt;br /&gt;
If you Downloaded the development version, copy the &amp;#039;&amp;#039;&amp;#039;vdrift&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data&amp;#039;&amp;#039;&amp;#039; ports to &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;vdrift-data-devel&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games &amp;amp;&amp;amp; cp -rf vdrift vdrift-devel &amp;amp;&amp;amp; cp -rf vdrift-data vdrift-data-devel&lt;br /&gt;
&lt;br /&gt;
To compile, run &amp;lt;code&amp;gt;make&amp;lt;/code&amp;gt; on the newly-created &amp;#039;&amp;#039;&amp;#039;vdrift-devel&amp;#039;&amp;#039;&amp;#039; port:&lt;br /&gt;
&lt;br /&gt;
  cd /usr/ports/games/vdrift-devel &amp;amp;&amp;amp; make install clean clean-depends&lt;br /&gt;
&lt;br /&gt;
= Compiling on Linux =&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libbullet&amp;#039;&amp;#039;&amp;#039; - Bullet Physics Library&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libcurl&amp;#039;&amp;#039;&amp;#039; - the multiprotocol file transfer library&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libarchive&amp;#039;&amp;#039;&amp;#039; - library for reading and writing archive formats&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries. Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
=== Bullet ===&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
Ubuntu does not include a libbullet package, but getdeb does. To add the&lt;br /&gt;
getdeb-repository to your sources-list.d:&lt;br /&gt;
&lt;br /&gt;
    wget -q -O - http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add - &lt;br /&gt;
    sudo sh -c &amp;#039;echo &amp;quot;deb http://archive.getdeb.net/ubuntu natty-getdeb games&amp;quot; &amp;gt; /etc/apt/sources.list.d/getdeb.list&amp;#039;&lt;br /&gt;
    sudo apt-get update&lt;br /&gt;
&lt;br /&gt;
=== LibGLEW ===&lt;br /&gt;
&lt;br /&gt;
{{note|VDrift requires libglew version greater than 1.5.3.}}&lt;br /&gt;
&lt;br /&gt;
Ubuntu 11.04 (Natty Narwhal) does contain libglew1.5, only. To install&lt;br /&gt;
libglew1.6 and its development headers:&lt;br /&gt;
&lt;br /&gt;
    wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
    sudo dpkg -i libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
    rm libglew1.6_1.6.0-3_amd64.deb&lt;br /&gt;
    &lt;br /&gt;
    wget http://archive.ubuntu.com/ubuntu/pool/universe/g/glew/libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
    sudo dpkg -i libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
    rm libglew1.6-dev_1.6.0-3_amd64.deb&lt;br /&gt;
&lt;br /&gt;
=== Ubuntu 8.04 ===&lt;br /&gt;
&lt;br /&gt;
For Ubuntu 8.04 you additionally need:&lt;br /&gt;
 sudo apt-get install libboost-date-time-dev libboost-regex-dev&lt;br /&gt;
&lt;br /&gt;
=== SCons ===&lt;br /&gt;
&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== All other Packages ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All other required packages can be installed using this command:&lt;br /&gt;
&lt;br /&gt;
    sudo apt-get install g++ libarchive-dev libarchive-dev libasio-dev \&lt;br /&gt;
                         libboost-dev libcurl4-gnutls-dev libdrm-dev \&lt;br /&gt;
                         libgl1-mesa-dev libglu1-mesa-dev libkms1 \&lt;br /&gt;
                         mesa-common-dev libsdl-gfx1.2-dev libsdl-image1.2-dev \&lt;br /&gt;
                         libsdl-net1.2-dev libvorbis-dev freeglut3 libbullet0 \&lt;br /&gt;
                         libbullet-dev scons&lt;br /&gt;
&lt;br /&gt;
== Optional: Using scons-local instead of installing SCons ==&lt;br /&gt;
&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
== Compiling ==&lt;br /&gt;
&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
=== Optional: Compile Options ===&lt;br /&gt;
&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
To enable force feedback, use this option:&lt;br /&gt;
 scons force_feedback=1&lt;br /&gt;
You can get a list of all compile time options with:&lt;br /&gt;
 scons --help&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
== Installing ==&lt;br /&gt;
&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it. If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
=== Optional: Installation Location ===&lt;br /&gt;
&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
= Compiling on Mac OS =&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
The VDrift Mac OS X project requires Xcode 3.2 or later. The latest version, [http://developer.apple.com/xcode/ Xcode] 4.1 is free on the [http://itunes.apple.com/us/app/xcode/id422352214?mt=12&amp;amp;ls=1 Mac App Store].&lt;br /&gt;
&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
== Building ==&lt;br /&gt;
&lt;br /&gt;
Open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and in Xcode 4 or higher click &amp;quot;Build&amp;quot; in the &amp;quot;Product&amp;quot; menu, otherwise hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
== Error fixing ==&lt;br /&gt;
&lt;br /&gt;
If when building, you get some errors, it is most likely because the Xcode project is out of date (it often is as we don&amp;#039;t have an active Mac OS X developer). To fix it:&lt;br /&gt;
* Remove files from Xcode that are in the project but not in the repository anymore.&lt;br /&gt;
* Add new files to Xcode that are in the repository, but have not yet been added to the project.&lt;br /&gt;
&lt;br /&gt;
= Compiling on Windows =&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
* Get the VDrift source code and data [[Getting the development version#Windows|development version]].&lt;br /&gt;
* Alternatively you can download certain vdrift revisions from gihub/sourceforge web interfaces. For source select a tag and click download https://github.com/VDrift/vdrift and https://github.com/VDrift/vdrift-win. Place vdrift-win into vdrift directory. For data select a tag and download the tarball http://vdrift.svn.sourceforge.net/viewvc/vdrift/tags/. Place data into vdrift directory.&lt;br /&gt;
&lt;br /&gt;
== Building with Code::Blocks/MinGW ==&lt;br /&gt;
&lt;br /&gt;
* Download [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path(e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://forums.codeblocks.org/index.php/board,20.0.html Code::Blocks nightly]&lt;br /&gt;
* Run &amp;quot;vdrift-win\premake4 codeblocks&amp;quot; command line from vdrift directory to generate the solution.&lt;br /&gt;
&lt;br /&gt;
== Building with MSVC ==&lt;br /&gt;
&lt;br /&gt;
* Run &amp;quot;vdrift-win\premake4 vs2008&amp;quot; or &amp;quot;vdrift-win\premake4 vs2010&amp;quot; command line from vdrift directory to generate the appropriate solution.&lt;br /&gt;
&lt;br /&gt;
== Building with Scons(broken) ==&lt;br /&gt;
&lt;br /&gt;
{{note|SCons will prefer the MSVC tools over the MinGW. So if you have Microsoft Visual Studio installed, you might have problems building VDrift with Scons.}}&lt;br /&gt;
* Download [http://sourceforge.net/projects/mingw/files/ latest MinGW]. When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Your PATH Environment Variable should contain the MinGW bin path(e.g. C:\MinGW\bin;).&lt;br /&gt;
* Download [http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi Python 2.6.4]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
&lt;br /&gt;
* Download [http://www.scons.org/ SCons 1.20]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
* Your PATH Environment Variable should contain the Python and Python scripts paths(e.g. C:\Python26;C:\Python26\Scripts;).&lt;br /&gt;
* Open a new CMD prompt by choosing START, RUN, cmd, OK.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out.&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 tools/win/bin/build_vdrift.bat&lt;br /&gt;
&lt;br /&gt;
== Installing VDrift Data ==&lt;br /&gt;
&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Review]]&lt;br /&gt;
[[Category:Operating Systems:FreeBSD]]&lt;br /&gt;
[[Category:Operating Systems:Linux]]&lt;br /&gt;
[[Category:Operating Systems:Mac OS X]]&lt;br /&gt;
[[Category:Operating Systems:Windows]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Logitech_G25_support&amp;diff=596</id>
		<title>Logitech G25 support</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Logitech_G25_support&amp;diff=596"/>
		<updated>2011-09-09T14:32:13Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Windows==&lt;br /&gt;
The G25 should be fully supported in Windows without any special steps.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
When initially plugged in, the G25 will be in compatibility mode, which restricts the steering range and disables the clutch pedal and some of the gears on the H-shifter.  VDrift includes two tools that can be used to change G25 modes.  Either tool can be used; use whichever tool works the best for you.&lt;br /&gt;
If you want to use force feedback, you&amp;#039;ll need to patch your kernel because when set to native mode, the G25 change its product id, and this product id is not known yet by the kernel ( have a look here [[Enabling force feedback in kernel]] )&lt;br /&gt;
===usbtool===&lt;br /&gt;
The tool can be found in VDrift/tools/usbtool-0.1.tar.gz.  The tool requires libusb development headers to be installed (package libusb-dev on ubuntu intrepid, for example) as well as the swig package.  Run ./build.sh and then run ./usbtool to see the options available.  To set the wheel to native mode and the range to 900 degrees, run:&lt;br /&gt;
 sudo ./usbtool g25-set-range-wheel-900&lt;br /&gt;
and&lt;br /&gt;
 sudo ./usbtool g25-set-extended-mode&lt;br /&gt;
This will likely disconnect the joystick driver.  To reconnect it run:&lt;br /&gt;
 sudo rmmod joydev;sudo rmmod usbhid;sudo modprobe usbhid&lt;br /&gt;
&lt;br /&gt;
===G25manage===&lt;br /&gt;
The tool can be found in VDrift/tools/G25manage.  The tool requires libusb development headers to be installed (package libusb-dev on ubuntu intrepid, for example).  Run make to compile the tool, then run:&lt;br /&gt;
 sudo ./G25manage --nativemode&lt;br /&gt;
and&lt;br /&gt;
 sudo ./G25manage --range 900&lt;br /&gt;
The wheel should now support the entire turning radius as well as the clutch pedal.&lt;br /&gt;
&lt;br /&gt;
===LTWheelConf===&lt;br /&gt;
LTWheelConf is a new tool based on G25manage.&lt;br /&gt;
 https://github.com/TripleSpeeder/LTWheelConf&lt;br /&gt;
&lt;br /&gt;
===Automatically enable native mode===&lt;br /&gt;
If your distribution uses udev (such as Ubuntu), you can put this in /etc/udev/rules.d/90-g25-wheel.rules to automatically run G25manage when the wheel is plugged in:&lt;br /&gt;
&lt;br /&gt;
 SUBSYSTEM!=&amp;quot;usb&amp;quot;, GOTO=&amp;quot;g25_rules_end&amp;quot;&lt;br /&gt;
 ACTION!=&amp;quot;add&amp;quot;, GOTO=&amp;quot;g25_rules_end&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c294&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --nativemode&amp;quot;&lt;br /&gt;
 #ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --range 900&amp;quot;&lt;br /&gt;
 LABEL=&amp;quot;g25_rules_end&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 # for a joystick detected by the kernel event interface, with a model name &amp;quot;G25_Racing_Wheel change the permissions on the device file&lt;br /&gt;
 # and add a symlink to the event device file&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, SYMLINK+=&amp;quot;input/G25event&amp;quot;&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, MODE=&amp;quot;0664&amp;quot;, GROUP=&amp;quot;games&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 # No deadzone for the wheel on the G25 in native mode&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --evdev=/dev/input/G25event --deadzone=0 --axis=0&amp;quot;&lt;br /&gt;
 # No deadzone for the clutch pedal on the G25 in native mode&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --evdev=/dev/input/G25event --deadzone=0 --axis=1&amp;quot;&lt;br /&gt;
 # No deadzone for the break pedal on the G25 in native mode&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --evdev=/dev/input/G25event --deadzone=0 --axis=2&amp;quot;&lt;br /&gt;
 # No deadzone for the throttle pedal on the G25 in native mode&lt;br /&gt;
 KERNEL==&amp;quot;event[0-9]*&amp;quot;, ATTRS{idVendor}==&amp;quot;046d&amp;quot;, ATTRS{idProduct}==&amp;quot;c299&amp;quot;, RUN+=&amp;quot;/usr/local/bin/G25manage --evdev=/dev/input/G25event --deadzone=0 --axis=5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After creating that file and copying the G25manage binary to /usr/local/bin, run &amp;quot;/etc/init.d/udev reload&amp;quot; (or &amp;quot;service udev reload&amp;quot; on Ubuntu karmic) and you no longer have to manually run G25manage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Configuration]]&lt;br /&gt;
[[Category:Operating Systems:Linux]]&lt;br /&gt;
[[Category:Operating Systems:FreeBSD]]&lt;br /&gt;
[[Category:Operating Systems:Windows]]&lt;br /&gt;
[[Category:Operating Systems:Mac OS X]]&lt;br /&gt;
[[Category:Expand]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Old_Method_of_Compiling_on_Linux&amp;diff=735</id>
		<title>Old Method of Compiling on Linux</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Old_Method_of_Compiling_on_Linux&amp;diff=735"/>
		<updated>2011-08-30T14:43:04Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libbullet&amp;#039;&amp;#039;&amp;#039; - Bullet Physics Library&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libcurl&amp;#039;&amp;#039;&amp;#039; - the multiprotocol file transfer library&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libarchive&amp;#039;&amp;#039;&amp;#039; - library for reading and writing archive formats&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libbullet-dev libasio-dev libboost-dev libcurl4-gnutls-dev libarchive-dev&lt;br /&gt;
&lt;br /&gt;
For Ubuntu 8.04 you additionally need:&lt;br /&gt;
 sudo apt-get install libboost-date-time-dev libboost-regex-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358 (2009-06-15 release and later), no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-06-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-06-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-06-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
For release 2009-06-15 and later, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/local/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Review]]&lt;br /&gt;
[[Category:Operating Systems:Linux]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Packaging&amp;diff=850</id>
		<title>Packaging</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Packaging&amp;diff=850"/>
		<updated>2011-08-28T15:33:30Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Packaging VDrift is different depending on the operating system on which it is packaged.&lt;br /&gt;
&lt;br /&gt;
==Common==&lt;br /&gt;
The data/settings/updates.config file should be updated to contain the cars that will be included in the release along with their SVN revision numbers.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
&amp;#039;&amp;#039;See [[Packaging on Linux]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==FreeBSD==&lt;br /&gt;
&amp;#039;&amp;#039;See [[Packaging on FreeBSD]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
&amp;#039;&amp;#039;See [[Packaging on Mac OS X]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
&amp;#039;&amp;#039;See [[Packaging on Windows]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=418</id>
		<title>Creating cars</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=418"/>
		<updated>2011-07-31T16:26:56Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Reverted edits by GeorginaBevan (Talk); changed back to last version by Timo 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{update}}&lt;br /&gt;
&lt;br /&gt;
This article gives a rough idea of what it takes to create a car for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Get the Art Tools==&lt;br /&gt;
Download the [https://github.com/VDrift/blender-scripts Blender export scripts] from [[Getting the development version|GitHub]].&lt;br /&gt;
&lt;br /&gt;
==Create Models==&lt;br /&gt;
You will need to create 3D models using Blender for the car&amp;#039;s body, the glass pieces, and the wheels. Each different model must be a separate Blender object and each must have a separate texture. Models must be entirely made of triangles.  Units of the models are in meters.&lt;br /&gt;
&lt;br /&gt;
===Coordinate Systems===&lt;br /&gt;
See [[Coordinate systems]]&lt;br /&gt;
&lt;br /&gt;
===Shading and Smoothing===&lt;br /&gt;
Faces (and perhaps individual vertices) can be set to smooth or solid shading, and that will get exported in the joe file. The best way to do smoothing is to select all of the faces, set solid, and then select groups that should be blended together and do set smooth individually. That makes it so that smooth parts that intersect in a hard edge have correct normals. Don&amp;#039;t use any double-sided faces.&lt;br /&gt;
&lt;br /&gt;
===Body Model===&lt;br /&gt;
In the model pack you will find a Blender file &amp;quot;test.blend&amp;quot;. This is the default car model. The glass is one object and the rest of the car is one object. This allows you to export the glass as a &amp;quot;glass.joe&amp;quot; file and the rest of the car as a &amp;quot;body.joe&amp;quot; file. The car should be in the neighborhood of 3500 faces (car and windows combined), although less is of course possible and more is probably also acceptable.  The body can be placed anywhere, although by convention the body is usually placed so that the center of the model is near the origin.&lt;br /&gt;
&lt;br /&gt;
===Interior Model===&lt;br /&gt;
The interior model should fit inside the body model to provide the inside of the car. This is a separate model so it can appear flat instead of shiny like the painted exterior. The interior model should share the center point or object handle of the body model so they fit together perfectly without being translated.&lt;br /&gt;
&lt;br /&gt;
===Wheel Model===&lt;br /&gt;
The file &amp;quot;wheel.blend&amp;quot; is the default wheel model. Try to keep your wheel model under 1000 faces. The wheel model must be centered at the origin.&lt;br /&gt;
&lt;br /&gt;
==Texture the Models==&lt;br /&gt;
A single UV map can be used per object for texturing. The .png files are the textures for each associated .joe model. The textures must be 512x512 24- or 32-bit PNG images. Their names should be the same as the model they coordinate with except for the .png extension at the end. For example, the texture for the model &amp;quot;body.joe&amp;quot; must be named &amp;quot;body.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Brake lights===&lt;br /&gt;
Add a texture &amp;quot;brake.png&amp;quot; that is the same as the body graphic, but the brake lights are now on and the rest of the file is black. This should be a 24-bit png file (no alpha channel).&lt;br /&gt;
&lt;br /&gt;
==Export the Models==&lt;br /&gt;
Using the Python scripts (&amp;quot;export-joe-0.3.py&amp;quot; and &amp;quot;export-all-joe-0.3.py&amp;quot;) you can export objects modeled in Blender to JOE format. The mesh needs to be all triangles before export. The currently selected object is exported. Object level transformations are not exported, so make sure any rotation or moving or scaling is done in edit mode, not object mode. You can actually position the car wherever you want, but all of your positioning must match up with the values in the car&amp;#039;s .car file. The default exporter setting of 1 frame is what you should use. The export-all script exports all the objects to files based on the objects&amp;#039; names.&lt;br /&gt;
&lt;br /&gt;
==About file==&lt;br /&gt;
Write a short text file about your car. This goes in the about.txt file. This information is displayed in the car selection menu. Please include information such as authorship and license. See the other cars for examples.&lt;br /&gt;
&lt;br /&gt;
==Car Definition File==&lt;br /&gt;
Finally you must write car definition file, which contains all of the [[car parameters]]. You can start by copying tools/cars/blank.car and entering values to fit your vehicle. Try to find accurate information regarding the specifications of the car and duplicate it as closely as possible. The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
&lt;br /&gt;
Needless to say, it requires a lot of knowledge to create a car definition file from scratch so it is suggested that you try using values from other cars. Many of the [http://www.racer-xtreme.com/ community-made cars for Racer] have very similar values that can be used for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All the files needed for a car go into the directory &amp;#039;&amp;#039;&amp;#039;data/cars/car_name/&amp;#039;&amp;#039;&amp;#039;, where &amp;#039;&amp;#039;car_name&amp;#039;&amp;#039; is the short name of the car.&lt;br /&gt;
&lt;br /&gt;
==Need Help?==&lt;br /&gt;
Try the related wiki articles on [[car files and formats]], [[car parameters]], or the [[car modeling tutorial]]. If you get stuck, feel free to ask questions in our [http://vdrift.net/Forum/viewforum.php?f=1 VDrift.net Help forum] or on [http://vdrift.net/staticpages/index.php?page=irc-chat VDrift IRC]&lt;br /&gt;
&lt;br /&gt;
==Contribute==&lt;br /&gt;
Once you create a new car please contribute it back to the game so that others can enjoy it. The best way to do this is to start a thread in our [http://vdrift.net/Forum/viewforum.php?f=5 Development forum] or to create an account on [http://cars.vdrift.net cars.vdrift.net] and upload it there.&lt;br /&gt;
&lt;br /&gt;
[[Category:Cars]]&lt;br /&gt;
[[Category:Update]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=69</id>
		<title>Autoupdate</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=69"/>
		<updated>2011-07-31T16:12:50Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes, at a high level, how the auto-update function works.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
One major barrier to releasing more often is the huge size of the VDrift releases. These large sizes are due to the large number of cars and tracks that are typically included in a release. If VDrift has auto-update functionality, then releases can be very minimal (one track and one car, for example) and people can download new cars and tracks (and keep their existing ones up to date) through an in-game interface.&lt;br /&gt;
&lt;br /&gt;
The rest of this document talks exclusively about updating cars, but tracks should work similarly.&lt;br /&gt;
&lt;br /&gt;
The auto-update functionality was first proposed in this forum post:&lt;br /&gt;
http://vdrift.net/Forum/viewtopic.php?p=12999&lt;br /&gt;
&lt;br /&gt;
==User Interface==&lt;br /&gt;
Several GUI pages have been added. From the main menu, the &amp;quot;Cars and Tracks&amp;quot; button takes the user to a page with options to check for updates and manage cars. When the user clicks &amp;quot;check for updates&amp;quot;, the sourceforge svn browser html is scraped to get the latest revision numbers for the car folders. The car manager UI is populated from code and allows the user to see what updates are available and provides an &amp;quot;apply update&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
==Versioning==&lt;br /&gt;
There are two types of versioning: the versioning for each car folder, and the versioning for the car format.&lt;br /&gt;
&lt;br /&gt;
First, car folder versioning. The data/settings/updates.config file is distributed with each release, and contains the cars that have been included in that release along with their SVN revision numbers. When the game checks for updates, the sourceforge svn browser html is scraped to get the latest revision numbers, and that information ([available_cars] section) along with the current on-disk versions ([cars] section) are stored in an updates.config in the user&amp;#039;s folder (~/.vdrift on linux). The game offers to apply updates when the on-disk versions are less than the available versions.&lt;br /&gt;
&lt;br /&gt;
Next, car format versioning. Sometimes, the format of car files changes in a way that breaks compatibility with old data files. To protect against updating cars to a format that the user&amp;#039;s executables won&amp;#039;t understand, format versions are stored in the updates.config file in the [formats] section. The version of the car format that the executable release understands is set in the data/settings/updates.config file included in the release (and copied to the user&amp;#039;s folder). The game retrieves the latest data/settings/update.config via the sourceforge svn website and checks the format version there to make sure it matches the version number in the local update.config. If the format versions are not equal, updates will refuse to apply.&lt;br /&gt;
&lt;br /&gt;
==Updating==&lt;br /&gt;
When the user clicks &amp;quot;apply update&amp;quot;, the car format versioning is re-checked per the description above. If the car format versions mismatch, the game refuses to continue. Otherwise, updates are applied by fetching the .tar.gz bundle for a car&amp;#039;s folder from sourceforge&amp;#039;s http svn browser to a temporary folder (~/.vdrift/tmp on linux). This file then decompressed using libarchive into the settings directory (~/.vdrift on linux) under a &amp;quot;cars&amp;quot; subdir. The game should look here first when loading car files, and fall back to the global data path. The downloaded file is deleted once the update completes successfully, otherwise it leaves the temporary file around for troubleshooting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=68</id>
		<title>Autoupdate</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=68"/>
		<updated>2011-07-27T20:30:55Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes, at a high level, how the auto-update function works.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
One major barrier to releasing more often is the huge size of the VDrift releases. These large sizes are due to the large number of cars and tracks that are typically included in a release. If VDrift has auto-update functionality, then releases can be very minimal (one track and one car, for example) and people can download new cars and tracks (and keep their existing ones up to date) through an in-game interface.&lt;br /&gt;
&lt;br /&gt;
The rest of this document talks exclusively about updating cars, but tracks should work similarly.&lt;br /&gt;
&lt;br /&gt;
The auto-update functionality was first proposed in this forum post:&lt;br /&gt;
http://vdrift.net/Forum/viewtopic.php?p=12999&lt;br /&gt;
&lt;br /&gt;
==User Interface==&lt;br /&gt;
Several GUI pages have been added. From the main menu, the &amp;quot;Cars and Tracks&amp;quot; button takes the user to a page with options to check for updates and manage cars. When the user clicks &amp;quot;check for updates&amp;quot;, the sourceforge svn browser html is scraped to get the latest revision numbers for the car folders. The car manager UI is populated from code and allows the user to see what updates are available and provides an &amp;quot;apply update&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
==Versioning==&lt;br /&gt;
There are two types of versioning: the versioning for each car folder, and the versioning for the car format.&lt;br /&gt;
&lt;br /&gt;
First, car folder versioning. The data/settings/updates.config file is distributed with each release, and contains the cars that have been included in that release along with their SVN revision numbers. When the game checks for updates, the sourceforge svn browser html is scraped to get the latest revision numbers, and that information ([available_cars] section) along with the current on-disk versions ([cars] section) are stored in an updates.config in the user&amp;#039;s folder (~/.vdrift on linux). The game offers to apply updates when the on-disk versions are less than the available versions.&lt;br /&gt;
&lt;br /&gt;
Next, car format versioning. Sometimes, the format of car files changes in a way that breaks compatibility with old data files. To protect against updating cars to a format that the user&amp;#039;s executables won&amp;#039;t understand, format versions are stored in the updates.config file in the [formats] section. The version of the car format that the executable release understands is set in the data/settings/updates.config file included in the release (and copied to the user&amp;#039;s folder). The game retrieves the latest data/settings/update.config via the sourceforge svn website and checks the format version there to make sure it matches the version number in the local update.config. If the format versions are not equal, updates will refuse to apply.&lt;br /&gt;
&lt;br /&gt;
==Updating==&lt;br /&gt;
When the user clicks &amp;quot;apply update&amp;quot;, the car format versioning is re-checked per the description above. If the car format versions mismatch, the game refuses to continue. Otherwise, updates are applied by fetching the .tar.gz bundle for a car&amp;#039;s folder from sourceforge&amp;#039;s http svn browser to a temporary folder (~/.vdrift/tmp on linux). This file then decompressed using libarchive into the settings directory (~/.vdrift on linux) under a &amp;quot;cars&amp;quot; subdir. The game should look here first when loading car files, and fall back to the global data path. The downloaded file is deleted once the update completes successfully, otherwise it leaves the temporary file around for troubleshooting.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=67</id>
		<title>Autoupdate</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Autoupdate&amp;diff=67"/>
		<updated>2011-07-27T16:33:08Z</updated>

		<summary type="html">&lt;p&gt;Venzon: New page: This page describes, at a high level, how the auto-update function works.  ==Introduction== One major barrier to releasing more often is the huge size of the VDrift releases. These large s...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes, at a high level, how the auto-update function works.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
One major barrier to releasing more often is the huge size of the VDrift releases. These large sizes are due to the large number of cars and tracks that are typically included in a release. If VDrift has auto-update functionality, then releases can be very minimal (one track and one car, for example) and people can download new cars and tracks (and keep their existing ones up to date) through an in-game interface.&lt;br /&gt;
&lt;br /&gt;
The rest of this document talks exclusively about updating cars, but tracks should work similarly.&lt;br /&gt;
&lt;br /&gt;
The auto-update functionality was first proposed in this forum post:&lt;br /&gt;
http://vdrift.net/Forum/viewtopic.php?p=12999&lt;br /&gt;
&lt;br /&gt;
==User Interface==&lt;br /&gt;
Several GUI pages have been added. From the main menu, the &amp;quot;Cars and Tracks&amp;quot; button takes the user to a page with options to check for updates and manage cars. When the user clicks &amp;quot;check for updates&amp;quot;, the sourceforge svn browser html is scraped to get the latest revision numbers for the car folders. The car manager UI is populated from code and allows the user to see what updates are available and provides an &amp;quot;apply update&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
==Versioning==&lt;br /&gt;
There are two types of versioning: the versioning for each car folder, and the versioning for the car format.&lt;br /&gt;
&lt;br /&gt;
First, car folder versioning. The data/settings/updates.config file is distributed with each release, and contains the cars that have been included in that release along with their SVN revision numbers. When the game checks for updates, the sourceforge svn browser html is scraped to get the latest revision numbers, and that information ([available_cars] section) along with the current on-disk versions ([cars] section) are stored in an updates.config in the user&amp;#039;s folder (~/.vdrift on linux). The game offers to apply updates when the on-disk versions are less than the available versions.&lt;br /&gt;
&lt;br /&gt;
Next, car format versioning. Sometimes, the format of car files changes in a way that breaks compatibility with old data files. To protect against updating cars to a format that the user&amp;#039;s executables won&amp;#039;t understand, format versions are stored in the updates.config file in the [formats] section. The version of the car format that the executable release understands is set in the data/settings/updates.config file included in the release (and copied to the user&amp;#039;s folder). The game retrieves the latest data/settings/update.config via the sourceforge svn website and checks the format version there to make sure it matches the version number in the local update.config. If the format versions are not equal, updates will refuse to apply.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Old_Method_of_Compiling_on_Linux&amp;diff=734</id>
		<title>Old Method of Compiling on Linux</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Old_Method_of_Compiling_on_Linux&amp;diff=734"/>
		<updated>2011-07-27T16:08:45Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Update}}&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libbullet&amp;#039;&amp;#039;&amp;#039; - Bullet Physics Library&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libarchive&amp;#039;&amp;#039;&amp;#039; - library for reading and writing archive formats&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libbullet-dev libasio-dev libboost-dev libarchive-dev&lt;br /&gt;
&lt;br /&gt;
For Ubuntu 8.04 you additionally need:&lt;br /&gt;
 sudo apt-get install libboost-date-time-dev libboost-regex-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358 (2009-06-15 release and later), no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-06-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-06-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-06-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
For release 2009-06-15 and later, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/local/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Review]]&lt;br /&gt;
[[Category:Operating Systems:Linux]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Working_with_the_development_version&amp;diff=1091</id>
		<title>Working with the development version</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Working_with_the_development_version&amp;diff=1091"/>
		<updated>2011-07-03T18:58:50Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VDrift&amp;#039;s code is kept in a Git repository on GitHub. To get the development version, you must &amp;quot;check out&amp;quot; the code from this repository.&lt;br /&gt;
&lt;br /&gt;
==Browsing the repositories==&lt;br /&gt;
VDrift&amp;#039;s source on the GitHub web site is at https://github.com/VDrift/vdrift/. Here you may browse the VDrift repositories and even download single files. This is very useful for examining changes between different revisions, in a user-friendly manner. &lt;br /&gt;
&lt;br /&gt;
==Checking out the code==&lt;br /&gt;
If you want to do much work on VDrift you&amp;#039;ll need to check out an entire copy of the development tree.&lt;br /&gt;
&lt;br /&gt;
===Linux/Unix===&lt;br /&gt;
Install a git ([http://git-scm.com/ Git]) client. If you are using a Linux distribution you can search for it in the package manager. When you have installed it you need to open a terminal and run the following code: &lt;br /&gt;
&lt;br /&gt;
 git clone git://github.com/VDrift/vdrift.git vdrift&lt;br /&gt;
&lt;br /&gt;
It will download the current development version in the subfolder vdrift.  Next, [[Getting_the_development_version#Checking_out_the_data|check out the data]].&lt;br /&gt;
&lt;br /&gt;
===Windows===&lt;br /&gt;
The best solution for Windows is to download [http://code.google.com/p/msysgit/ MSysGit]. After installing it, open Windows explorer and go to the directory where you want to download the VDrift development version. Right-click and click Git GUI Here. Select Open Existing Repository. In the next screen you need to fill in the URL of the repository which is git://github.com/VDrift/vdrift.git. Simply click OK, and the development version will be downloaded.  Next, [[Getting_the_development_version#Checking_out_the_data|check out the data]].&lt;br /&gt;
&lt;br /&gt;
===Mac OS X===&lt;br /&gt;
This is the same as working with [[Getting_the_development_version#Linux/Unix|Linux/Unix]] however you will need to obtain a git client. &lt;br /&gt;
Once you have a working SVN client see the [[Getting_the_development_version#Linux/Unix|Linux/Unix]] instructions.&lt;br /&gt;
&lt;br /&gt;
==Checking out the data==&lt;br /&gt;
The data set is currently only available from the SourceForge SVN. Get it from https://vdrift.svn.sourceforge.net/svnroot/vdrift/vdrift-data to the vdrift/data from svn.vdrift.net. If you are using a command-line SVN client and have the VDrift repository checked out in a directory called /home/user/code, you would do this:&lt;br /&gt;
 cd /home/user/code&lt;br /&gt;
 svn co https://vdrift.svn.sourceforge.net/svnroot/vdrift/vdrift-data data&lt;br /&gt;
If you are using the Tortoise SVN client, see the documentation on the Tortoise SVN [http://tortoisesvn.tigris.org/ website] for more information on how to check out a repository.&lt;br /&gt;
&lt;br /&gt;
==Working with the repository==&lt;br /&gt;
===Updating===&lt;br /&gt;
Once the reposotory has been checked out, it can be updated without downloading the entire thing again. For command line git, use the command&lt;br /&gt;
 git pull&lt;br /&gt;
to check for updates and apply them.&lt;br /&gt;
&lt;br /&gt;
===Checking in changes===&lt;br /&gt;
You can request a VDrift developer to incorporate your changes by initiating a GitHub pull request. See this documentation for more info: http://help.github.com/send-pull-requests/&lt;br /&gt;
&lt;br /&gt;
===Adding and removing files===&lt;br /&gt;
Every file you introduce to the checkout on your computer is not automatically added to the repository. First you must add it:&lt;br /&gt;
 git add &amp;#039;&amp;#039;filename&amp;#039;&amp;#039;&lt;br /&gt;
Where &amp;#039;&amp;#039;filename&amp;#039;&amp;#039; is the file you wish to add. Similarly you may remove files that are no longer needed with &amp;lt;code&amp;gt;git rm &amp;#039;&amp;#039;filename&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Review]]&lt;br /&gt;
[[Category:Operating Systems:Linux]]&lt;br /&gt;
[[Category:Operating Systems:FreeBSD]]&lt;br /&gt;
[[Category:Operating Systems:Windows]]&lt;br /&gt;
[[Category:Operating Systems:Mac OS X]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=439</id>
		<title>Creating tracks</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=439"/>
		<updated>2011-04-22T03:15:38Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Video Tutorial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video Tutorial==&lt;br /&gt;
NaN has produced this nifty video tutorial (Windows, but mostly applicable to Linux too): http://www.youtube.com/watch?v=oju-vKVVaho&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
* Vdrift program&lt;br /&gt;
* Vdrift level editor&lt;br /&gt;
* Blender 2.33 or higher. Tested on 2.45 with Python 2.5.1&lt;br /&gt;
* Blender JOE export script. Get that here: http://svn.vdrift.net/repos/vdrift-art/trunk/tools/&lt;br /&gt;
Get the &amp;quot;export-all-joe-0.3.py&amp;quot; script. The difference in the files is that one exports all the object in the scene and the other only exports the one that is selected.&lt;br /&gt;
&lt;br /&gt;
==Getting the level editor==&lt;br /&gt;
In the Linux console, copy &amp;#039;&amp;#039;everything&amp;#039;&amp;#039; below:&lt;br /&gt;
 svn co http://svn.vdrift.net/repos/vdrift-trackeditor/trunk vdrift-trackeditor&lt;br /&gt;
&lt;br /&gt;
==Directions for creating tracks==&lt;br /&gt;
* Model the scene.  See the [[track modeling tutorial]] for help with this step.&lt;br /&gt;
* If you use a 3d editor other than blender, import the track into blender.&lt;br /&gt;
* Use the export-all-joe-0.3.py blender export script to export all objects.  This script can be found in the VDrift art repository under the tools folder.  The export script creates a number of .joe files and a list.txt file.  The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt. At least one .joe file should get created for the curve track. Also verify that list.txt is mentioning all the .joe files. An empty list.txt will not load anything in the editor.&lt;br /&gt;
* Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot).&lt;br /&gt;
* Make folder TRACKEDITOR_TP/objects/&lt;br /&gt;
* Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/&lt;br /&gt;
* Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP.&lt;br /&gt;
* Create a TRACKEDITOR_TP/track.txt file with at least a line &amp;quot;cull faces = on&amp;quot;. track.txt is modified by track editor to add all starting positions and lap sequence points. Read the track editor inhelp for more information.&lt;br /&gt;
* Run the track editor. Trace the roadways and mark the starting position (press H for help). A track may not always appear on the screen. Move the mouse around and you could see it in the black space. The first time, check the console output of track editor for any warnings.&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Why trace roadways?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:Track-smoothing.png]]&lt;br /&gt;
This is a visual depiction of the track smoothing that occurs when tracing a roadway. Imagine this image is showing the track surface from a side view. The black lines represent the track mesh, and the red lines represent the bezier patches. Once the track has been traced in the track editor, VDrift will use the red lines to do collision instead of the black lines. On the top, this represents a dip in the road. You can see how collision using the red line will behave properly. On the bottom, this represents a bump road. You can see that the red line doesn&amp;#039;t change the magnitude of the bumps, it just makes them realistically smooth instead of unrealistically pointy.&lt;br /&gt;
|}&lt;br /&gt;
* CD to the VDrift-trackeditor/joepack folder.  Compile the joepack tool by running&lt;br /&gt;
 scons&lt;br /&gt;
* CD to the TRACKEDITOR_TP/objects folder (this is important, the packfile stores relative paths) and run&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -c objects.jpk *.joe&lt;br /&gt;
* If you want, this command will show you the files in the joepack to allow you to verify the previous step worked correctly:&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -l objects.jpk&lt;br /&gt;
* Copy TRACKEDITOR_TP into the main VDrift tracks folder VDRIFT_TP (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe since they are all in the pack file now.&lt;br /&gt;
* Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track.  You should put information about the track author, where the track came from, etc in the second line and on.&lt;br /&gt;
* Run VDrift and check out what the track looks like in-game. Note that you will only be able to drive on the roadways you defined in the track editor since no other surfaces have been flagged as collideable. Also take a screenshot for the track selection screen.&lt;br /&gt;
* Create a track selection image (a 512x512 png file works best) and save it to VDRIFT_TP/trackshot.png&lt;br /&gt;
* Open up all of the texture files in TRACKEDITOR_TP/objects and review which textures belong to objects that should be collide-able (roads and walls), have full brightness (trees), be mipmapped (fences and fine transparent objects sometimes look better when not mipmapped), or be skyboxes.&lt;br /&gt;
* Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come).&lt;br /&gt;
* Done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* A track should be of a minimum size for loading within vdrift game. If the editor is not allowing to adjust the camera poistions correctly, probably the track is very small. Scale everything in the blender twice or more and try again. &lt;br /&gt;
* Starting points are set within the track editor. After the track is loaded, position the track like you were in the car on the track i.e. first person view. Press L to save the position as a starting position. Continue to add positions depending on your track. Also add a lap sequence i.e. lap starting/ending point　track.&lt;br /&gt;
* Track editor does not paint or mark the starting points or lap sequence numbers on the track. These are only saved in track.txt. Also, the editor will always continue adding more starting positions if track.txt had some already. Therefore, consider deleting everything in track.txt if you wish to reedit the positions.&lt;br /&gt;
* A .joe file gets created when the track has a texture.&lt;br /&gt;
* The export-joe script should be loaded within blender along with the track, and executed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tracks]]&lt;br /&gt;
[[Category:Review]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=438</id>
		<title>Creating tracks</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=438"/>
		<updated>2011-04-22T03:14:01Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Video Tutorial==&lt;br /&gt;
NaN has produced this nifty video tutorial: http://www.youtube.com/watch?v=oju-vKVVaho&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
* Vdrift program&lt;br /&gt;
* Vdrift level editor&lt;br /&gt;
* Blender 2.33 or higher. Tested on 2.45 with Python 2.5.1&lt;br /&gt;
* Blender JOE export script. Get that here: http://svn.vdrift.net/repos/vdrift-art/trunk/tools/&lt;br /&gt;
Get the &amp;quot;export-all-joe-0.3.py&amp;quot; script. The difference in the files is that one exports all the object in the scene and the other only exports the one that is selected.&lt;br /&gt;
&lt;br /&gt;
==Getting the level editor==&lt;br /&gt;
In the Linux console, copy &amp;#039;&amp;#039;everything&amp;#039;&amp;#039; below:&lt;br /&gt;
 svn co http://svn.vdrift.net/repos/vdrift-trackeditor/trunk vdrift-trackeditor&lt;br /&gt;
&lt;br /&gt;
==Directions for creating tracks==&lt;br /&gt;
* Model the scene.  See the [[track modeling tutorial]] for help with this step.&lt;br /&gt;
* If you use a 3d editor other than blender, import the track into blender.&lt;br /&gt;
* Use the export-all-joe-0.3.py blender export script to export all objects.  This script can be found in the VDrift art repository under the tools folder.  The export script creates a number of .joe files and a list.txt file.  The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt. At least one .joe file should get created for the curve track. Also verify that list.txt is mentioning all the .joe files. An empty list.txt will not load anything in the editor.&lt;br /&gt;
* Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot).&lt;br /&gt;
* Make folder TRACKEDITOR_TP/objects/&lt;br /&gt;
* Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/&lt;br /&gt;
* Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP.&lt;br /&gt;
* Create a TRACKEDITOR_TP/track.txt file with at least a line &amp;quot;cull faces = on&amp;quot;. track.txt is modified by track editor to add all starting positions and lap sequence points. Read the track editor inhelp for more information.&lt;br /&gt;
* Run the track editor. Trace the roadways and mark the starting position (press H for help). A track may not always appear on the screen. Move the mouse around and you could see it in the black space. The first time, check the console output of track editor for any warnings.&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Why trace roadways?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:Track-smoothing.png]]&lt;br /&gt;
This is a visual depiction of the track smoothing that occurs when tracing a roadway. Imagine this image is showing the track surface from a side view. The black lines represent the track mesh, and the red lines represent the bezier patches. Once the track has been traced in the track editor, VDrift will use the red lines to do collision instead of the black lines. On the top, this represents a dip in the road. You can see how collision using the red line will behave properly. On the bottom, this represents a bump road. You can see that the red line doesn&amp;#039;t change the magnitude of the bumps, it just makes them realistically smooth instead of unrealistically pointy.&lt;br /&gt;
|}&lt;br /&gt;
* CD to the VDrift-trackeditor/joepack folder.  Compile the joepack tool by running&lt;br /&gt;
 scons&lt;br /&gt;
* CD to the TRACKEDITOR_TP/objects folder (this is important, the packfile stores relative paths) and run&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -c objects.jpk *.joe&lt;br /&gt;
* If you want, this command will show you the files in the joepack to allow you to verify the previous step worked correctly:&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -l objects.jpk&lt;br /&gt;
* Copy TRACKEDITOR_TP into the main VDrift tracks folder VDRIFT_TP (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe since they are all in the pack file now.&lt;br /&gt;
* Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track.  You should put information about the track author, where the track came from, etc in the second line and on.&lt;br /&gt;
* Run VDrift and check out what the track looks like in-game. Note that you will only be able to drive on the roadways you defined in the track editor since no other surfaces have been flagged as collideable. Also take a screenshot for the track selection screen.&lt;br /&gt;
* Create a track selection image (a 512x512 png file works best) and save it to VDRIFT_TP/trackshot.png&lt;br /&gt;
* Open up all of the texture files in TRACKEDITOR_TP/objects and review which textures belong to objects that should be collide-able (roads and walls), have full brightness (trees), be mipmapped (fences and fine transparent objects sometimes look better when not mipmapped), or be skyboxes.&lt;br /&gt;
* Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come).&lt;br /&gt;
* Done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
* A track should be of a minimum size for loading within vdrift game. If the editor is not allowing to adjust the camera poistions correctly, probably the track is very small. Scale everything in the blender twice or more and try again. &lt;br /&gt;
* Starting points are set within the track editor. After the track is loaded, position the track like you were in the car on the track i.e. first person view. Press L to save the position as a starting position. Continue to add positions depending on your track. Also add a lap sequence i.e. lap starting/ending point　track.&lt;br /&gt;
* Track editor does not paint or mark the starting points or lap sequence numbers on the track. These are only saved in track.txt. Also, the editor will always continue adding more starting positions if track.txt had some already. Therefore, consider deleting everything in track.txt if you wish to reedit the positions.&lt;br /&gt;
* A .joe file gets created when the track has a texture.&lt;br /&gt;
* The export-joe script should be loaded within blender along with the track, and executed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tracks]]&lt;br /&gt;
[[Category:Review]]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Profiling&amp;diff=860</id>
		<title>Profiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Profiling&amp;diff=860"/>
		<updated>2010-12-24T17:27:19Z</updated>

		<summary type="html">&lt;p&gt;Venzon: New page: VDrift uses the GNU profiler, gprof. To use it, recompile VDrift with &amp;quot;scons profiling=1&amp;quot;, then run the VDrift executable and perform activities that you&amp;#039;d like to profile. After exiting, ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;VDrift uses the GNU profiler, gprof. To use it, recompile VDrift with &amp;quot;scons profiling=1&amp;quot;, then run the VDrift executable and perform activities that you&amp;#039;d like to profile. After exiting, simply run gprof on the executable.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Sound/Audio_Development&amp;diff=916</id>
		<title>Sound/Audio Development</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Sound/Audio_Development&amp;diff=916"/>
		<updated>2010-09-30T14:32:23Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Reverted edits by Marriedwithkids (Talk); changed back to last version by Fangbaby&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some preliminary recordings of a miata.&lt;br /&gt;
&lt;br /&gt;
Discussion is welcomed here and in the forum thread: [http://vdrift.net/Forum/viewtopic.php?t=816 Collecting Audio]&lt;br /&gt;
&lt;br /&gt;
*Notes:&lt;br /&gt;
**Inside - 2 microphones in a 180 degree stereo setup behind the driver headrest.&lt;br /&gt;
**Behind - 2 Microphones in a 45 degrees stereo setup 7 feet behind the car.&lt;br /&gt;
**Some filenames have odd case, I&amp;#039;ll make all lowcase standard in the future.&lt;br /&gt;
**I did very little to the raw audio other than a little compression to lessen the dynamic range.&lt;br /&gt;
**Some of these are very quiet, such as the 1k inside.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
*Miata sounds:&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/01%20-%201k%20inside.wav       1k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/02%20-%202k%20inside.wav       2k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/03%20-%203k%20inside.wav       3k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/04%20-%204k%20inside.wav       4k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/05%20-%205k%20inside.wav       5k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/06%20-%206k%20inside.wav       6k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/07%20-%207k%20inside.wav       7k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/08%20-%20Revlimit%20Inside.wav RevLimit inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/09%20-%20750to7k%20inside.wav  750to7k inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/10%20-%201k%20Behind.wav       1k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/11%20-%202k%20Behind.wav       2k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/12%20-%203k%20Behind.wav       3k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/13%20-%204k%20Behind.wav       4k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/14%20-%205k%20Behind.wav       5k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/15%20-%206k%20Behind.wav       6k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/16%20-%207k%20behind.wav       7k behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/17%20-%20Revlimit%20behind.wav RevLimit behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/18%20-%20Start%20Behind.wav    Start behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/19%20-%20Stop%20Behind.wav     stop  behind]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/20%20-%20Moving.wav            Moving Inside]&lt;br /&gt;
**[http://fangbaby.com/share/vdrift/21%20-%20Moving2.wav           More Moving Inside]&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Configuring_the_display&amp;diff=353</id>
		<title>Configuring the display</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Configuring_the_display&amp;diff=353"/>
		<updated>2010-09-30T14:29:10Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Undo revision 759 by Special:Contributions/Julianmarble (User talk:Julianmarble)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Configuring the display is done by editing [[VDrift.config]] manually, or by changing the settings in the &amp;#039;&amp;#039;&amp;#039;Options -&amp;gt; Display&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Options -&amp;gt; Display -&amp;gt; Advanced&amp;#039;&amp;#039;&amp;#039; menus.&lt;br /&gt;
&lt;br /&gt;
==Display Options==&lt;br /&gt;
&lt;br /&gt;
===Resolution===&lt;br /&gt;
* type: integer pair&lt;br /&gt;
* settings: display.width, display.height&lt;br /&gt;
* values: depends on the file &amp;#039;&amp;#039;&amp;#039;vdrift/data/lists/videomodes&amp;#039;&amp;#039;&amp;#039; and the resolutions your video card makes available&lt;br /&gt;
&lt;br /&gt;
Change the resolution of the game display.&lt;br /&gt;
&lt;br /&gt;
See [[Adding video modes]] for how to make new video modes available to choose from.&lt;br /&gt;
&lt;br /&gt;
===Fullscreen===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.fullscreen&lt;br /&gt;
* values: on, off&lt;br /&gt;
&lt;br /&gt;
Make the game take up the entire screen.&lt;br /&gt;
&lt;br /&gt;
===Speed Units===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.mph&lt;br /&gt;
* values: on = &amp;quot;MPH&amp;quot;, off = &amp;quot;km/h&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Change the units that speed is displayed in.&lt;br /&gt;
&lt;br /&gt;
===Framerate Counter===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.show_fps&lt;br /&gt;
* values: on, off&lt;br /&gt;
&lt;br /&gt;
Enable/disable the framerate counter.&lt;br /&gt;
&lt;br /&gt;
===Heads Up Display===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.show_hud&lt;br /&gt;
* values: on, off&lt;br /&gt;
&lt;br /&gt;
Enable/disable the heads up display.&lt;br /&gt;
&lt;br /&gt;
===Menu Skin===&lt;br /&gt;
* type: string&lt;br /&gt;
* setting: display.skin&lt;br /&gt;
* values: default &amp;quot;simple&amp;quot;, the name of any directory in &amp;#039;&amp;#039;&amp;#039;vdrift/data/skins/&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Change the graphics and layout of the VDrift menus.&lt;br /&gt;
&lt;br /&gt;
===Input Graph===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.input_graph&lt;br /&gt;
* values: on, off&lt;br /&gt;
&lt;br /&gt;
Visualize the steering and acceleration/braking on screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Display Options==&lt;br /&gt;
&lt;br /&gt;
===Color Depth===&lt;br /&gt;
* type: integer&lt;br /&gt;
* setting: display.depth&lt;br /&gt;
* values: 16, 32&lt;br /&gt;
&lt;br /&gt;
Adjust the amount of colors available.&lt;br /&gt;
&lt;br /&gt;
===Texture Size===&lt;br /&gt;
* type: string&lt;br /&gt;
* setting: display.texture_size&lt;br /&gt;
* values: &amp;quot;small&amp;quot;, &amp;quot;medium&amp;quot;, &amp;quot;large&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Change the size of the textures displayed.&lt;br /&gt;
&lt;br /&gt;
===View Distance===&lt;br /&gt;
* type: floating-point&lt;br /&gt;
* setting: display.view_distance&lt;br /&gt;
* values: any positive decimal number of meters&lt;br /&gt;
&lt;br /&gt;
Change the maximum view distance.&lt;br /&gt;
&lt;br /&gt;
===Anisotropic Filtering===&lt;br /&gt;
* type: integer&lt;br /&gt;
* setting: display.anisotropic&lt;br /&gt;
* values: depends on your video card&lt;br /&gt;
&lt;br /&gt;
Set anisotropic filtering level for textures.&lt;br /&gt;
&lt;br /&gt;
===Antialiasing===&lt;br /&gt;
* type: integer&lt;br /&gt;
* setting: display.antialiasing&lt;br /&gt;
* values: depends on your video card&lt;br /&gt;
&lt;br /&gt;
Set the full scene antialiasing level.&lt;br /&gt;
&lt;br /&gt;
===Car Shadows===&lt;br /&gt;
* type: boolean&lt;br /&gt;
* setting: display.car_shadows&lt;br /&gt;
* values: on, off&lt;br /&gt;
&lt;br /&gt;
Draw simple static shadows beneath the cars.&lt;br /&gt;
&lt;br /&gt;
===Field of View===&lt;br /&gt;
* type: floating-point&lt;br /&gt;
* setting: display.FOV&lt;br /&gt;
* values: any positive decimal number&lt;br /&gt;
&lt;br /&gt;
Field of view angle in the vertical direction.&lt;br /&gt;
&lt;br /&gt;
===Lighting Quality===&lt;br /&gt;
* type: integer&lt;br /&gt;
* setting: display.lighting&lt;br /&gt;
* values: 0, 1&lt;br /&gt;
&lt;br /&gt;
Set how good the lighting looks during gameplay. 0 is Low, which is totally static lighting. 1 is Medium, static cube-mapped lighting.&lt;br /&gt;
&lt;br /&gt;
===Reflection Quality===&lt;br /&gt;
* type: integer&lt;br /&gt;
* setting: display.reflections&lt;br /&gt;
* values: 0, 1, 2&lt;br /&gt;
&lt;br /&gt;
Set how good the reflections look during gameplay. 0 is Low, static sphere-mapped reflections. 1 is Medium, static cube-mapped reflections, and 2 is High, dynamic cube-mapped reflections.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=57</id>
		<title>Authors and contributors</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=57"/>
		<updated>2010-08-14T15:08:48Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Reverted edits by Jennifertaylor (Talk); changed back to last version by Venzon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Many people contribute and deserved to be recognized here, but there is no central method to do that.  If you have contributed, please obtain a wiki account and update this page.}}&lt;br /&gt;
&lt;br /&gt;
==Authors==&lt;br /&gt;
VDrift was created by [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5 Joe Venzon] who continues to write nearly all the source code for the game, and created everything in the game which is not attributed to someone else below.&lt;br /&gt;
&lt;br /&gt;
The physics engine in the game is the [http://vamos.sourceforge.net/ Vamos Automotive Simulator], written by Sam Varner.&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
===Code===&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=4 Chris Guirl] set up the web sites and the Subversion repositories, and is also to blame for the SCons build scripts, XS model, some miscellaneous graphics, the GUI system, bug fixes and reports, documentation, testing, support, and generally annoying Joe.&lt;br /&gt;
* rookie1 wrote the automatic shifting code, and the entire artificial intelligence system. He&amp;#039;s also fixed a few bugs here and there, and made some improvements to the track editor.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] helps with testing and debugging, and has provided help improving the build system. He&amp;#039;s also written a much improved error logging system which is not in use yet.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5379 NaN] has rewritten the physics code, added car color selection, and continues to fix bugs and add new features.&lt;br /&gt;
&lt;br /&gt;
===Game Data===&lt;br /&gt;
Most of the imported cars and tracks had several authors to begin with, too many to list here. Thanks to them anyway, and in general to [http://www.racer-xtreme.com/ Racer-Xtreme] and the [http://www.racer.nl/ Racer community] at [http://www.rscnet.org/ Race Sim Central].&lt;br /&gt;
&lt;br /&gt;
====Cars====&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=240 Dick Maurer] imported many cars from Racer and other sources, and created several too.&lt;br /&gt;
* cotharyus has improved the car specifications for many models using research done on the internet, as well as play testing.&lt;br /&gt;
* [http://vdrift.net/Forum/profile.php?mode=viewprofile&amp;amp;u=1324 TF] created the 360&lt;br /&gt;
&lt;br /&gt;
====Tracks====&lt;br /&gt;
* alexr has imported several very good tracks.&lt;br /&gt;
* pwp71 has helped update many older tracks&amp;#039; parameters as new track features have become available.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=140 Julian Mayer] ported VDrift to Mac OS X.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=167 Jose Alonso Cardenas Marquez] manages the VDrift port for FreeBSD.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=32 Nathan Samson] manages the VDrift port for Windows (Cygwin) and helped set up the Autopackage builder for Linux. He also added internationalization support.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=158 Alex (Nenillo)] took care of the Windows port for a while before Nathan.&lt;br /&gt;
&lt;br /&gt;
==Packagers==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=364 Szymon Ender] has packaged VDrift for Slackware Linux and has helped get VDrift into Arch Linux.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] and Gonéri Le Bouder have both worked on Debian GNU/Linux packages for VDrift.&lt;br /&gt;
* Gonéri Le Bouder has helped get VDrift into Arch Linux.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Enabling_force_feedback_in_kernel&amp;diff=478</id>
		<title>Enabling force feedback in kernel</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Enabling_force_feedback_in_kernel&amp;diff=478"/>
		<updated>2010-07-27T01:34:03Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Reverted edits by AmandaCusack (Talk); changed back to last version by Cborivant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is how to enable force feedback on Ubuntu 8.10 64 bits kernels (should also work on 32 bits ones):&lt;br /&gt;
&lt;br /&gt;
==For the G25 owners==&lt;br /&gt;
If you use a G25 wheel, you need to patch your kernel to be able to use it in its native mode&lt;br /&gt;
First create a patch file named G25.patch for the kernel ( patches for 2.6.27 and 2.6.28 are provided ).&lt;br /&gt;
&lt;br /&gt;
=== kernel 2.6.27 ===&lt;br /&gt;
 diff -Naur linux-source-2.6.27/drivers/hid/usbhid/hid-ff.c linux-source-2.6.27.orig/drivers/hid/usbhid/hid-ff.c&lt;br /&gt;
 --- linux-source-2.6.27/drivers/hid/usbhid/hid-ff.c    2008-10-10 00:13:53.000000000 +0200                     &lt;br /&gt;
 +++ linux-source-2.6.27.orig/drivers/hid/usbhid/hid-ff.c       2009-02-23 22:21:27.000000000 +0100             &lt;br /&gt;
 @@ -57,6 +57,7 @@                                                                                              &lt;br /&gt;
        { 0x46d, 0xc286, hid_lgff_init }, /* Logitech Force 3D Pro Joystick */                                  &lt;br /&gt;
        { 0x46d, 0xc294, hid_lgff_init }, /* Logitech Formula Force EX */                                       &lt;br /&gt;
        { 0x46d, 0xc295, hid_lgff_init }, /* Logitech MOMO force wheel */&lt;br /&gt;
 +      { 0x46d, 0xc299, hid_lgff_init }, /* Logitech G25 wheel */&lt;br /&gt;
        { 0x46d, 0xca03, hid_lgff_init }, /* Logitech MOMO force wheel */&lt;br /&gt;
  #endif&lt;br /&gt;
  #ifdef CONFIG_LOGIRUMBLEPAD2_FF&lt;br /&gt;
 diff -Naur linux-source-2.6.27/drivers/hid/usbhid/hid-lgff.c linux-source-2.6.27.orig/drivers/hid/usbhid/hid-lgff.c&lt;br /&gt;
 --- linux-source-2.6.27/drivers/hid/usbhid/hid-lgff.c  2008-10-10 00:13:53.000000000 +0200&lt;br /&gt;
 +++ linux-source-2.6.27.orig/drivers/hid/usbhid/hid-lgff.c     2009-02-23 22:23:22.000000000 +0100&lt;br /&gt;
 @@ -55,6 +55,7 @@&lt;br /&gt;
        { 0x046d, 0xc286, ff_joystick },&lt;br /&gt;
        { 0x046d, 0xc294, ff_joystick },&lt;br /&gt;
        { 0x046d, 0xc295, ff_joystick },&lt;br /&gt;
 +      { 0x046d, 0xc299, ff_joystick },&lt;br /&gt;
        { 0x046d, 0xca03, ff_joystick },&lt;br /&gt;
  };&lt;br /&gt;
 diff -Naur linux-source-2.6.27/drivers/hid/usbhid/hid-quirks.c linux-source-2.6.27.orig/drivers/hid/usbhid/hid-quirks.c&lt;br /&gt;
 --- linux-source-2.6.27/drivers/hid/usbhid/hid-quirks.c        2009-03-13 18:54:14.000000000 +0100&lt;br /&gt;
 +++ linux-source-2.6.27.orig/drivers/hid/usbhid/hid-quirks.c   2009-02-23 22:25:45.000000000 +0100&lt;br /&gt;
 @@ -316,6 +316,7 @@&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_HARMONY_64 0xc14f&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_EXTREME_3D     0xc215&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_WHEEL  0xc294&lt;br /&gt;
 +#define USB_DEVICE_ID_LOGITECH_WHEELG25       0xc299&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_ELITE_KBD      0xc30a&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_KBD    0xc311&lt;br /&gt;
  #define USB_DEVICE_ID_S510_RECEIVER   0xc50c&lt;br /&gt;
 @@ -625,6 +626,7 @@&lt;br /&gt;
        { USB_VENDOR_ID_ELO, USB_DEVICE_ID_ELO_TS2700, HID_QUIRK_NOGET },&lt;br /&gt;
        { USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_EXTREME_3D, HID_QUIRK_NOGET },&lt;br /&gt;
        { USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_WHEEL, HID_QUIRK_NOGET },&lt;br /&gt;
 +      { USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_WHEELG25, HID_QUIRK_NOGET },&lt;br /&gt;
        { USB_VENDOR_ID_MICROSOFT, USB_DEVICE_ID_WIRELESS_OPTICAL_DESKTOP_3_0, HID_QUIRK_NOGET },&lt;br /&gt;
        { USB_VENDOR_ID_PETALYNX, USB_DEVICE_ID_PETALYNX_MAXTER_REMOTE, HID_QUIRK_NOGET },&lt;br /&gt;
        { USB_VENDOR_ID_SUN, USB_DEVICE_ID_RARITAN_KVM_DONGLE, HID_QUIRK_NOGET },&lt;br /&gt;
&lt;br /&gt;
=== kernel 2.6.28 ===&lt;br /&gt;
 diff -Naur linux-source-2.6.28/drivers/hid/hid-core.c linux-source-2.6.28.patched/drivers/hid/hid-core.c&lt;br /&gt;
 --- linux-source-2.6.28/drivers/hid/hid-core.c  2009-04-08 06:38:33.000000000 +0200&lt;br /&gt;
 +++ linux-source-2.6.28.patched/drivers/hid/hid-core.c  2009-04-10 14:15:27.000000000 +0200&lt;br /&gt;
 @@ -1290,6 +1290,7 @@&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_FORCE3D_PRO) },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_MOMO_WHEEL) },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_MOMO_WHEEL2) },&lt;br /&gt;
 +       { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_G25_WHEEL) },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_RUMBLEPAD2) },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_MICROSOFT, USB_DEVICE_ID_SIDEWINDER_GV) },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_MICROSOFT, USB_DEVICE_ID_MS_NE4K) },&lt;br /&gt;
 diff -Naur linux-source-2.6.28/drivers/hid/hid-ids.h linux-source-2.6.28.patched/drivers/hid/hid-ids.h&lt;br /&gt;
 --- linux-source-2.6.28/drivers/hid/hid-ids.h   2008-12-25 00:26:37.000000000 +0100&lt;br /&gt;
 +++ linux-source-2.6.28.patched/drivers/hid/hid-ids.h   2009-04-10 14:12:44.000000000 +0200&lt;br /&gt;
 @@ -291,6 +291,7 @@&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_FORCE3D_PRO     0xc286&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_WHEEL   0xc294&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_MOMO_WHEEL      0xc295&lt;br /&gt;
 +#define USB_DEVICE_ID_LOGITECH_G25_WHEEL       0xc299&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_ELITE_KBD       0xc30a&lt;br /&gt;
  #define USB_DEVICE_ID_LOGITECH_KBD     0xc311&lt;br /&gt;
  #define USB_DEVICE_ID_S510_RECEIVER    0xc50c&lt;br /&gt;
 diff -Naur linux-source-2.6.28/drivers/hid/hid-lg.c linux-source-2.6.28.patched/drivers/hid/hid-lg.c&lt;br /&gt;
 --- linux-source-2.6.28/drivers/hid/hid-lg.c    2008-12-25 00:26:37.000000000 +0100&lt;br /&gt;
 +++ linux-source-2.6.28.patched/drivers/hid/hid-lg.c    2009-04-10 14:14:17.000000000 +0200&lt;br /&gt;
 @@ -304,6 +304,8 @@&lt;br /&gt;
                 .driver_data = LG_FF },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_MOMO_WHEEL2),&lt;br /&gt;
                 .driver_data = LG_FF },&lt;br /&gt;
 +       { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_G25_WHEEL),&lt;br /&gt;
 +               .driver_data = LG_FF },&lt;br /&gt;
         { HID_USB_DEVICE(USB_VENDOR_ID_LOGITECH, USB_DEVICE_ID_LOGITECH_RUMBLEPAD2),&lt;br /&gt;
                 .driver_data = LG_FF2 },&lt;br /&gt;
         { }&lt;br /&gt;
&lt;br /&gt;
==Enabling force feedback in the kernel==&lt;br /&gt;
===Prepare to compile a kernel===&lt;br /&gt;
Make sure U have everything needed to compile your kernel :&lt;br /&gt;
 sudo apt-get install fakeroot build-essential makedumpfile libncurses5 libncurses5-dev kernel-package&lt;br /&gt;
 sudo apt-get build-dep linux&lt;br /&gt;
Get the kernel source code :&lt;br /&gt;
 sudo apt-get install linux-source&lt;br /&gt;
Now we are ready to start :&lt;br /&gt;
Prepare your environment:&lt;br /&gt;
 mkdir ~/src&lt;br /&gt;
 cd ~/src&lt;br /&gt;
 tar xjvf /usr/src/linux-source-&amp;lt;version&amp;gt;.tar.bz2&lt;br /&gt;
 cd linux-source-&amp;lt;version&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Apply the G25 patch if needed===&lt;br /&gt;
copy the G25.patch file into the source directory ( ~/src ) and&lt;br /&gt;
 patch -p1 &amp;lt;../G25.patch&lt;br /&gt;
the output should be something like that:&lt;br /&gt;
 patching file drivers/hid/usbhid/hid-ff.c&lt;br /&gt;
 patching file drivers/hid/usbhid/hid-lgff.c&lt;br /&gt;
 patching file drivers/hid/usbhid/hid-quirks.c&lt;br /&gt;
&lt;br /&gt;
===Configure the new kernel===&lt;br /&gt;
Get the running kernel configuration:&lt;br /&gt;
 cp -vi /boot/config-`uname -r` .config&lt;br /&gt;
Adjust the kernel configuration:&lt;br /&gt;
 make oldconfig&lt;br /&gt;
 make menuconfig&lt;br /&gt;
Go to Device Drivers  , and HID Devices &lt;br /&gt;
and enable the following options&lt;br /&gt;
 Force feedback support (EXPERIMENTAL)&lt;br /&gt;
   PID device support&lt;br /&gt;
   Logitech devices support&lt;br /&gt;
   Logitech Rumblepad 2 support&lt;br /&gt;
   PantherLord/GreenAsia based device support&lt;br /&gt;
   ThrustMaster devices support&lt;br /&gt;
   Zeroplus based game controller support&lt;br /&gt;
With the 2.6.27 kernel on Ubuntu 8.10, I have to disable paravirtualized guest support otherwise the kernel cleaning fail.&lt;br /&gt;
This is not needed on 2.6.28 on Ubuntu 9.04 beta (2.6.28.11)&lt;br /&gt;
Go to Processor type and features and disable the following:&lt;br /&gt;
 Paravirtualized guest support&lt;br /&gt;
&lt;br /&gt;
===Compile and package the new kernel===&lt;br /&gt;
 make-kpkg clean&lt;br /&gt;
 fakeroot make-kpkg --initrd --append-to-version=-ff kernel-image kernel-headers&lt;br /&gt;
you now have 2 new package files in ~/src.&lt;br /&gt;
&lt;br /&gt;
===Install the new kernel===&lt;br /&gt;
 sudo dpkg -i linux-image-2.6.27.18-ff_2.6.27.18-ff-10.00.Custom_amd64.deb linux-headers-2.6.27.18-ff_2.6.27.18-ff-10.00.Custom_amd64.deb&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=55</id>
		<title>Authors and contributors</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=55"/>
		<updated>2010-07-11T17:44:16Z</updated>

		<summary type="html">&lt;p&gt;Venzon: Reverted edits by Alysia (Talk); changed back to last version by Venzon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Many people contribute and deserved to be recognized here, but there is no central method to do that.  If you have contributed, please obtain a wiki account and update this page.}}&lt;br /&gt;
&lt;br /&gt;
==Authors==&lt;br /&gt;
VDrift was created by [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5 Joe Venzon] who continues to write nearly all the source code for the game, and created everything in the game which is not attributed to someone else below.&lt;br /&gt;
&lt;br /&gt;
The physics engine in the game is the [http://vamos.sourceforge.net/ Vamos Automotive Simulator], written by Sam Varner.&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
===Code===&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=4 Chris Guirl] set up the web sites and the Subversion repositories, and is also to blame for the SCons build scripts, XS model, some miscellaneous graphics, the GUI system, bug fixes and reports, documentation, testing, support, and generally annoying Joe.&lt;br /&gt;
* rookie1 wrote the automatic shifting code, and the entire artificial intelligence system. He&amp;#039;s also fixed a few bugs here and there, and made some improvements to the track editor.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] helps with testing and debugging, and has provided help improving the build system. He&amp;#039;s also written a much improved error logging system which is not in use yet.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5379 NaN] has rewritten the physics code, added car color selection, and continues to fix bugs and add new features.&lt;br /&gt;
&lt;br /&gt;
===Game Data===&lt;br /&gt;
Most of the imported cars and tracks had several authors to begin with, too many to list here. Thanks to them anyway, and in general to [http://www.racer-xtreme.com/ Racer-Xtreme] and the [http://www.racer.nl/ Racer community] at [http://www.rscnet.org/ Race Sim Central].&lt;br /&gt;
&lt;br /&gt;
====Cars====&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=240 Dick Maurer] imported many cars from Racer and other sources, and created several too.&lt;br /&gt;
* cotharyus has improved the car specifications for many models using research done on the internet, as well as play testing.&lt;br /&gt;
* [http://vdrift.net/Forum/profile.php?mode=viewprofile&amp;amp;u=1324 TF] created the 360&lt;br /&gt;
&lt;br /&gt;
====Tracks====&lt;br /&gt;
* alexr has imported several very good tracks.&lt;br /&gt;
* pwp71 has helped update many older tracks&amp;#039; parameters as new track features have become available.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=140 Julian Mayer] ported VDrift to Mac OS X.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=167 Jose Alonso Cardenas Marquez] manages the VDrift port for FreeBSD.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=32 Nathan Samson] manages the VDrift port for Windows (Cygwin) and helped set up the Autopackage builder for Linux. He also added internationalization support.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=158 Alex (Nenillo)] took care of the Windows port for a while before Nathan.&lt;br /&gt;
&lt;br /&gt;
==Packagers==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=364 Szymon Ender] has packaged VDrift for Slackware Linux and has helped get VDrift into Arch Linux.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] and Gonéri Le Bouder have both worked on Debian GNU/Linux packages for VDrift.&lt;br /&gt;
* Gonéri Le Bouder has helped get VDrift into Arch Linux.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=53</id>
		<title>Authors and contributors</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=53"/>
		<updated>2010-07-07T02:29:33Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Many people contribute and deserved to be recognized here, but there is no central method to do that.  If you have contributed, please obtain a wiki account and update this page.}}&lt;br /&gt;
&lt;br /&gt;
==Authors==&lt;br /&gt;
VDrift was created by [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5 Joe Venzon] who continues to write nearly all the source code for the game, and created everything in the game which is not attributed to someone else below.&lt;br /&gt;
&lt;br /&gt;
The physics engine in the game is the [http://vamos.sourceforge.net/ Vamos Automotive Simulator], written by Sam Varner.&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
===Code===&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=4 Chris Guirl] set up the web sites and the Subversion repositories, and is also to blame for the SCons build scripts, XS model, some miscellaneous graphics, the GUI system, bug fixes and reports, documentation, testing, support, and generally annoying Joe.&lt;br /&gt;
* rookie1 wrote the automatic shifting code, and the entire artificial intelligence system. He&amp;#039;s also fixed a few bugs here and there, and made some improvements to the track editor.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] helps with testing and debugging, and has provided help improving the build system. He&amp;#039;s also written a much improved error logging system which is not in use yet.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5379 NaN] has rewritten the physics code, added car color selection, and continues to fix bugs and add new features.&lt;br /&gt;
&lt;br /&gt;
===Game Data===&lt;br /&gt;
Most of the imported cars and tracks had several authors to begin with, too many to list here. Thanks to them anyway, and in general to [http://www.racer-xtreme.com/ Racer-Xtreme] and the [http://www.racer.nl/ Racer community] at [http://www.rscnet.org/ Race Sim Central].&lt;br /&gt;
&lt;br /&gt;
====Cars====&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=240 Dick Maurer] imported many cars from Racer and other sources, and created several too.&lt;br /&gt;
* cotharyus has improved the car specifications for many models using research done on the internet, as well as play testing.&lt;br /&gt;
* [http://vdrift.net/Forum/profile.php?mode=viewprofile&amp;amp;u=1324 TF] created the 360&lt;br /&gt;
&lt;br /&gt;
====Tracks====&lt;br /&gt;
* alexr has imported several very good tracks.&lt;br /&gt;
* pwp71 has helped update many older tracks&amp;#039; parameters as new track features have become available.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=140 Julian Mayer] ported VDrift to Mac OS X.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=167 Jose Alonso Cardenas Marquez] manages the VDrift port for FreeBSD.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=32 Nathan Samson] manages the VDrift port for Windows (Cygwin) and helped set up the Autopackage builder for Linux. He also added internationalization support.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=158 Alex (Nenillo)] took care of the Windows port for a while before Nathan.&lt;br /&gt;
&lt;br /&gt;
==Packagers==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=364 Szymon Ender] has packaged VDrift for Slackware Linux and has helped get VDrift into Arch Linux.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] and Gonéri Le Bouder have both worked on Debian GNU/Linux packages for VDrift.&lt;br /&gt;
* Gonéri Le Bouder has helped get VDrift into Arch Linux.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=52</id>
		<title>Authors and contributors</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Authors_and_contributors&amp;diff=52"/>
		<updated>2010-07-07T02:24:37Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|Many people contribute and deserved to be recognized here, but there is no central method to do that.  If you have contributed, please obtain a wiki account and update this page.}}&lt;br /&gt;
&lt;br /&gt;
==Authors==&lt;br /&gt;
VDrift was created by [http://vdrift.net/users.php?mode=profile&amp;amp;uid=5 Joe Venzon] who continues to write nearly all the source code for the game, and created everything in the game which is not attributed to someone else below.&lt;br /&gt;
&lt;br /&gt;
The physics engine in the game is the [http://vamos.sourceforge.net/ Vamos Automotive Simulator], written by Sam Varner.&lt;br /&gt;
&lt;br /&gt;
==Contributors==&lt;br /&gt;
===Code===&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=4 Chris Guirl] set up the web sites and the Subversion repositories, and is also to blame for the SCons build scripts, XS model, some miscellaneous graphics, the GUI system, bug fixes and reports, documentation, testing, support, and generally annoying Joe.&lt;br /&gt;
* rookie1 wrote the automatic shifting code, and the entire artificial intelligence system. He&amp;#039;s also fixed a few bugs here and there, and made some improvements to the track editor.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] helps with testing and debugging, and has provided help improving the build system. He&amp;#039;s also written a [http://www.superiorpapers.com/reasons.php  buy term papers] much improved error logging system which is not in use yet.&lt;br /&gt;
&lt;br /&gt;
===Game Data===&lt;br /&gt;
Most of the imported cars and tracks had several authors to begin with, too many to list here. Thanks to them anyway, and in general to [http://www.racer-xtreme.com/ Racer-Xtreme] and the [http://www.racer.nl/ Racer community] at [http://www.rscnet.org/ Race Sim Central].&lt;br /&gt;
&lt;br /&gt;
====Cars====&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=240 Dick Maurer] imported many cars from Racer and other sources, and created several too.&lt;br /&gt;
* cotharyus has improved the car specifications for many models using research done on the internet, as well as play testing.&lt;br /&gt;
* [http://vdrift.net/Forum/profile.php?mode=viewprofile&amp;amp;u=1324 TF] created the 360&lt;br /&gt;
&lt;br /&gt;
====Tracks====&lt;br /&gt;
* alexr has imported several very good tracks.&lt;br /&gt;
* pwp71 has helped update many older tracks&amp;#039; parameters as new track features have become available.&lt;br /&gt;
&lt;br /&gt;
==Ports==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=140 Julian Mayer] ported VDrift to Mac OS X.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=167 Jose Alonso Cardenas Marquez] manages the VDrift port for FreeBSD.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=32 Nathan Samson] manages the VDrift port for Windows (Cygwin) and helped set up the Autopackage builder for Linux. He also added internationalization support.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=158 Alex (Nenillo)] took care of the Windows port for a while before Nathan.&lt;br /&gt;
&lt;br /&gt;
==Packagers==&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=364 Szymon Ender] has packaged VDrift for Slackware Linux and has helped get VDrift into Arch Linux.&lt;br /&gt;
* [http://vdrift.net/users.php?mode=profile&amp;amp;uid=197 Matthew Nicholson] and Gonéri Le Bouder have both worked on Debian GNU/Linux packages for VDrift.&lt;br /&gt;
* Gonéri Le Bouder has helped get VDrift into Arch Linux.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=164</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=164"/>
		<updated>2010-02-07T17:32:24Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Tire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The clutch is described by its sliding friction coefficient, radius, area and maximum applied pressure. The torque capacity(maximum transmitted torque) of the clutch is TC = sliding * radius * area * max-pressure. It should be somewhere between one and two times the maximum enine torque. TC = 1.25 * max-engine-torque is a good start value.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
spring-factor-1 = 0.052, 1.0&lt;br /&gt;
spring-factor-2 = 0.055, 1.2&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm or if it&amp;#039;s down try http://web.archive.org/web/20050913052226/http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=298</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=298"/>
		<updated>2009-10-17T15:32:01Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* VDrift */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358 (2009-06-15 release and later), no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-06-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-06-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-06-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
For release 2009-06-15 and later, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/local/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====ASIO====&lt;br /&gt;
Download the ASIO distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=122478&amp;amp;package_id=134200&amp;amp;release_id=665620&lt;br /&gt;
&lt;br /&gt;
Uncompress ASIO, and move asio-1.4.1/include/* to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 sh tools/win/bin/build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=297</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=297"/>
		<updated>2009-10-07T02:54:36Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358 (2009-06-15 release and later), no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-06-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-06-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-06-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
For release 2009-06-15 and later, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/local/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====ASIO====&lt;br /&gt;
Download the ASIO distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=122478&amp;amp;package_id=134200&amp;amp;release_id=665620&lt;br /&gt;
&lt;br /&gt;
Uncompress ASIO, and move asio-1.4.1/include/* to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=429</id>
		<title>Creating tracks</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=429"/>
		<updated>2009-09-13T18:58:21Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Directions for creating tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|These instructions are meant for Linux, not Windows. Although you can do this on Windows, you&amp;#039;ll probably need to ask for better directions on the VDrift forums.&lt;br /&gt;
http://vdrift.net/Forum/index.php}}&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
* Vdrift program&lt;br /&gt;
* Vdrift level editor&lt;br /&gt;
* Blender 2.33 or higher. Tested on 2.45 with Python 2.5.1&lt;br /&gt;
* Blender JOE export script. Get that here: http://svn.vdrift.net/repos/vdrift-art/trunk/tools/&lt;br /&gt;
Get the &amp;quot;export-all-joe-0.3.py&amp;quot; script. The differnce in the files is that one exports all the object in the scene and the other only exports the one that is selected.&lt;br /&gt;
&lt;br /&gt;
==Getting the level editor==&lt;br /&gt;
In the Linux console, copy &amp;#039;&amp;#039;everything&amp;#039;&amp;#039; below:&lt;br /&gt;
 svn co http://svn.vdrift.net/repos/vdrift-trackeditor/trunk vdrift-trackeditor&lt;br /&gt;
&lt;br /&gt;
==Directions for creating tracks==&lt;br /&gt;
* Model the scene.  See the [[track modeling tutorial]] for help with this step.&lt;br /&gt;
* If you use a 3d editor other than blender, import the track into blender.&lt;br /&gt;
* Use the export-all-joe-0.3.py blender export script to export all objects.  This script can be found in the VDrift art repository under the tools folder.  The export script creates a number of .joe files and a list.txt file.  The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt&lt;br /&gt;
* Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot).&lt;br /&gt;
* Make folder TRACKEDITOR_TP/objects/&lt;br /&gt;
* Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/&lt;br /&gt;
* Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP.&lt;br /&gt;
* Run the track editor. Trace the roadways and mark the starting position (press H for help).&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Why trace roadways?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[Image:Track-smoothing.png]]&lt;br /&gt;
This is a visual depiction of the track smoothing that occurs when tracing a roadway. Imagine this image is showing the track surface from a side view. The black lines represent the track mesh, and the red lines represent the bezier patches. Once the track has been traced in the track editor, VDrift will use the red lines to do collision instead of the black lines. On the top, this represents a dip in the road. You can see how collision using the red line will behave properly. On the bottom, this represents a bump road. You can see that the red line doesn&amp;#039;t change the magnitude of the bumps, it just makes them realistically smooth instead of unrealistically pointy.&lt;br /&gt;
|}&lt;br /&gt;
* CD to the VDrift-trackeditor/joepack folder.  Compile the joepack tool by running&lt;br /&gt;
 scons&lt;br /&gt;
* CD to the TRACKEDITOR_TP/objects folder (this is important, the packfile stores relative paths) and run&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -c objects.jpk *.joe&lt;br /&gt;
* If you want, this command will show you the files in the joepack to allow you to verify the previous step worked correctly:&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -l objects.jpk&lt;br /&gt;
* Copy TRACKEDITOR_TP into the main VDrift tracks folder VDRIFT_TP (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe since they are all in the pack file now.&lt;br /&gt;
* Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track.  You should put information about the track author, where the track came from, etc in the second line and on.&lt;br /&gt;
* Run VDrift and check out what the track looks like in-game. Note that you will only be able to drive on the roadways you defined in the track editor since no other surfaces have been flagged as collideable. Also take a screenshot for the track selection screen.&lt;br /&gt;
* Create a track selection image (a 512x512 png file works best) and save it to VDRIFT_TP/trackshot.png&lt;br /&gt;
* Open up all of the texture files in TRACKEDITOR_TP/objects and review which textures belong to objects that should be collide-able (roads and walls), have full brightness (trees), be mipmapped (fences and fine transparent objects sometimes look better when not mipmapped), or be skyboxes.&lt;br /&gt;
* Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come).&lt;br /&gt;
* Done!&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=428</id>
		<title>Creating tracks</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_tracks&amp;diff=428"/>
		<updated>2009-09-13T18:57:36Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Directions for creating tracks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{note|These instructions are meant for Linux, not Windows. Although you can do this on Windows, you&amp;#039;ll probably need to ask for better directions on the VDrift forums.&lt;br /&gt;
http://vdrift.net/Forum/index.php}}&lt;br /&gt;
&lt;br /&gt;
==What you need==&lt;br /&gt;
* Vdrift program&lt;br /&gt;
* Vdrift level editor&lt;br /&gt;
* Blender 2.33 or higher. Tested on 2.45 with Python 2.5.1&lt;br /&gt;
* Blender JOE export script. Get that here: http://svn.vdrift.net/repos/vdrift-art/trunk/tools/&lt;br /&gt;
Get the &amp;quot;export-all-joe-0.3.py&amp;quot; script. The differnce in the files is that one exports all the object in the scene and the other only exports the one that is selected.&lt;br /&gt;
&lt;br /&gt;
==Getting the level editor==&lt;br /&gt;
In the Linux console, copy &amp;#039;&amp;#039;everything&amp;#039;&amp;#039; below:&lt;br /&gt;
 svn co http://svn.vdrift.net/repos/vdrift-trackeditor/trunk vdrift-trackeditor&lt;br /&gt;
&lt;br /&gt;
==Directions for creating tracks==&lt;br /&gt;
* Model the scene.  See the [[track modeling tutorial]] for help with this step.&lt;br /&gt;
* If you use a 3d editor other than blender, import the track into blender.&lt;br /&gt;
* Use the export-all-joe-0.3.py blender export script to export all objects.  This script can be found in the VDrift art repository under the tools folder.  The export script creates a number of .joe files and a list.txt file.  The list.txt file may be named somename-list.txt, in which case you should rename it to list.txt&lt;br /&gt;
* Create new folder for track in track editor folder TRACKEDITOR_TP (if your track is called parkinglot, the path could be /home/joe/VDrift-trackeditor/data/tracks/parkinglot).&lt;br /&gt;
* Make folder TRACKEDITOR_TP/objects/&lt;br /&gt;
* Copy all of the .joe files and the list.txt file to TRACKEDITOR_TP/objects/&lt;br /&gt;
* Open track editor data/tracks/editor.config and set active track to TRACKEDITOR_TP.&lt;br /&gt;
* Run the track editor. Trace the roadways and mark the starting position (press H for help).&lt;br /&gt;
{{note|Why trace roadways?&lt;br /&gt;
[[Image:Track-smoothing.png]]&lt;br /&gt;
This is a visual depiction of the track smoothing that occurs when tracing a roadway. Imagine this image is showing the track surface from a side view. The black lines represent the track mesh, and the red lines represent the bezier patches. Once the track has been traced in the track editor, VDrift will use the red lines to do collision instead of the black lines. On the top, this represents a dip in the road. You can see how collision using the red line will behave properly. On the bottom, this represents a bump road. You can see that the red line doesn&amp;#039;t change the magnitude of the bumps, it just makes them realistically smooth instead of unrealistically pointy. }}&lt;br /&gt;
* CD to the VDrift-trackeditor/joepack folder.  Compile the joepack tool by running&lt;br /&gt;
 scons&lt;br /&gt;
* CD to the TRACKEDITOR_TP/objects folder (this is important, the packfile stores relative paths) and run&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -c objects.jpk *.joe&lt;br /&gt;
* If you want, this command will show you the files in the joepack to allow you to verify the previous step worked correctly:&lt;br /&gt;
 /path/to/VDrift-trackeditor/joepack/joepack -l objects.jpk&lt;br /&gt;
* Copy TRACKEDITOR_TP into the main VDrift tracks folder VDRIFT_TP (for example /home/joe/VDrift/data/tracks/parkinglot). Erase VDRIFT_TP/objects/*.joe since they are all in the pack file now.&lt;br /&gt;
* Add VDRIFT_TP/about.txt and ensure that the first line is the name of the track.  You should put information about the track author, where the track came from, etc in the second line and on.&lt;br /&gt;
* Run VDrift and check out what the track looks like in-game. Note that you will only be able to drive on the roadways you defined in the track editor since no other surfaces have been flagged as collideable. Also take a screenshot for the track selection screen.&lt;br /&gt;
* Create a track selection image (a 512x512 png file works best) and save it to VDRIFT_TP/trackshot.png&lt;br /&gt;
* Open up all of the texture files in TRACKEDITOR_TP/objects and review which textures belong to objects that should be collide-able (roads and walls), have full brightness (trees), be mipmapped (fences and fine transparent objects sometimes look better when not mipmapped), or be skyboxes.&lt;br /&gt;
* Set the correct object properties using the VDrift-tracked/listedit tool (more documentation to come).&lt;br /&gt;
* Done!&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=636</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=636"/>
		<updated>2009-08-30T15:32:40Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Vdrift-logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Documentation Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the [http://vdrift.net/ VDrift] Documentation Wiki. This site contains some information regarding the VDrift project, but it is not yet complete.&lt;br /&gt;
&lt;br /&gt;
Users are encouraged to make an account and edit articles, or leave comments. To get familiar with this wiki&amp;#039;s format and style, read the [[Wiki usage notes]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;General Info&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]], [[Community]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Contribution]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[2008 Refactor Project]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Installation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Hardware requirements]]&lt;br /&gt;
*[[Software requirements]]&lt;br /&gt;
*[[Installing on Linux]]&lt;br /&gt;
*[[Installing on FreeBSD]]&lt;br /&gt;
*[[Installing on Windows]]&lt;br /&gt;
*[[Installing on Mac OS X]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Playing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting Techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Files&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes|videomodes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]], [[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Development&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Release Planning]]&lt;br /&gt;
*[[Class structure]]&lt;br /&gt;
*[[Coding Guidelines]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Using SCons]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Getting more cars]]&lt;br /&gt;
*[[List of cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car modeling tutorial]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Tracks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Track modeling tutorial]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Old_List_of_cars&amp;diff=714</id>
		<title>Old List of cars</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Old_List_of_cars&amp;diff=714"/>
		<updated>2009-08-30T15:32:19Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are all the cars currently available in VDrift. Some of them are only available in the [[Getting the development version|development version]].&lt;br /&gt;
&lt;br /&gt;
Refer to [[Getting more cars|this link]] for information about how to install new cars.&lt;br /&gt;
&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/360/ 360]: Ferrari F360&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/3S/ 3S]: Mazda 3 series sedan&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/AX2/ AX2]: Fictional Concept Car&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/C7/ C7]: Lotus Super 7 remake aka &amp;quot;Locost&amp;quot;&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/CO/ CO]: Shelby Cobra&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/CS/ CS]: Porsche 911 Clubsport&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/CT/ CT]: Porsche Carrera Turbo&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/F1/ F1]: Modern F1 car&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/FE/ FE]: Ford Escort MKII Rally&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/FF/ FF]: Formula Ford&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/G4/ G4]: Ford GT40&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/GT/ GT]: Ford Mustang GT&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/M3/ M3]: BMW E30 M3&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/M7/ M7]: Mazda RX-7 FC&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/M8/ M8]: Mazda RX-8&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/MC/ MC]: Mini Cooper (new style)&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/MI/ MI]: Mini Cooper (old style)&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/NS/ NS]: Nissan Skyline R32&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/RG/ RG]: Renault 12 Gordini&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/RS2/ RS2]: Subaru Impreza RS 2.5&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/SB/ SB]: sand buggy&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/SV/ SV]: Lamborghini Miura SV&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/T73/ T73]: Lotus 43&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/TC/ TC]: Toyota Celica ST185 Rally&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/TL/ TL]: Toyota Levin&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/TL2/ TL2]: Toyota Levin (model version 2)&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/XG/ XG]: BMW 330cxi&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/XM/ XM]: BMW M3 SPEED World Challenge&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/XS/ XS]: Honda S2000&lt;br /&gt;
* [http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/Z06/ Z06]: Chevrolet C5 Corvette Z06&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Getting_more_cars&amp;diff=493</id>
		<title>Getting more cars</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Getting_more_cars&amp;diff=493"/>
		<updated>2009-08-30T15:28:54Z</updated>

		<summary type="html">&lt;p&gt;Venzon: New page: This article explains how to get more cars for VDrift and how to install them.  ==Getting cars== A number of cars can be found on the [http://cars.vdrift.net cars.vdrift.net] website. Navi...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article explains how to get more cars for VDrift and how to install them.&lt;br /&gt;
&lt;br /&gt;
==Getting cars==&lt;br /&gt;
A number of cars can be found on the [http://cars.vdrift.net cars.vdrift.net] website. Navigate to the car you&amp;#039;d like to download and if the car status says it&amp;#039;s playable in VDrift, download the .zip file or follow the link to the .tar.gz file.&lt;br /&gt;
&lt;br /&gt;
==Installing cars==&lt;br /&gt;
You should have a .zip or .tar.gz file at this point. The .zip or .tar.gz extensions are both file compression formats. Uncompress the files with a decompression program such as the free tool [http://www.7-zip.org/ 7zip]. This process should create a folder with the name of the car. Move that folder (which should contain files like about.txt and body.joe) to your VDrift/data/cars folder. You&amp;#039;re done!&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=401</id>
		<title>Creating cars</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Creating_cars&amp;diff=401"/>
		<updated>2009-08-30T15:23:23Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article gives a rough idea of what it takes to create a car for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Get the Art Tools==&lt;br /&gt;
Download the [http://svn.vdrift.net/viewvc.cgi/trunk/tools/?root=VDrift+Art Blender export scripts] from [[Getting the development version|SVN]].&lt;br /&gt;
&lt;br /&gt;
==Create Models==&lt;br /&gt;
You will need to create 3D models using Blender for the car&amp;#039;s body, the glass pieces, and the wheels. Each different model must be a separate Blender object and each must have a separate texture. Models must be entirely made of triangles.  Units of the models are in meters.&lt;br /&gt;
&lt;br /&gt;
===Coordinate Systems===&lt;br /&gt;
See [[Coordinate systems]]&lt;br /&gt;
&lt;br /&gt;
===Shading and Smoothing===&lt;br /&gt;
Faces (and perhaps individual vertices) can be set to smooth or solid shading, and that will get exported in the joe file. The best way to do smoothing is to select all of the faces, set solid, and then select groups that should be blended together and do set smooth individually. That makes it so that smooth parts that intersect in a hard edge have correct normals. Don&amp;#039;t use any double-sided faces.&lt;br /&gt;
&lt;br /&gt;
===Body Model===&lt;br /&gt;
In the model pack you will find a Blender file &amp;quot;test.blend&amp;quot;. This is the default car model. The glass is one object and the rest of the car is one object. This allows you to export the glass as a &amp;quot;glass.joe&amp;quot; file and the rest of the car as a &amp;quot;body.joe&amp;quot; file. The car should be in the neighborhood of 3500 faces (car and windows combined), although less is of course possible and more is probably also acceptable.  The body can be placed anywhere, although by convention the body is usually placed so that the center of the model is near the origin.&lt;br /&gt;
&lt;br /&gt;
===Interior Model===&lt;br /&gt;
The interior model should fit inside the body model to provide the inside of the car. This is a separate model so it can appear flat instead of shiny like the painted exterior. The interior model should share the center point or object handle of the body model so they fit together perfectly without being translated.&lt;br /&gt;
&lt;br /&gt;
===Wheel Model===&lt;br /&gt;
The file &amp;quot;wheel.blend&amp;quot; is the default wheel model. Try to keep your wheel model under 1000 faces. The wheel model must be centered at the origin.&lt;br /&gt;
&lt;br /&gt;
==Texture the Models==&lt;br /&gt;
A single UV map can be used per object for texturing. The .png files are the textures for each associated .joe model. The textures must be 512x512 24- or 32-bit PNG images. Their names should be the same as the model they coordinate with except for the .png extension at the end. For example, the texture for the model &amp;quot;body.joe&amp;quot; must be named &amp;quot;body.png&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Brake lights===&lt;br /&gt;
Add a texture &amp;quot;brake.png&amp;quot; that is the same as the body graphic, but the brake lights are now on and the rest of the file is black. This should be a 24-bit png file (no alpha channel).&lt;br /&gt;
&lt;br /&gt;
==Export the Models==&lt;br /&gt;
Using the Python scripts (&amp;quot;export-joe-0.3.py&amp;quot; and &amp;quot;export-all-joe-0.3.py&amp;quot;) you can export objects modeled in Blender to JOE format. The mesh needs to be all triangles before export. The currently selected object is exported. Object level transformations are not exported, so make sure any rotation or moving or scaling is done in edit mode, not object mode. You can actually position the car wherever you want, but all of your positioning must match up with the values in the car&amp;#039;s .car file. The default exporter setting of 1 frame is what you should use. The export-all script exports all the objects to files based on the objects&amp;#039; names.&lt;br /&gt;
&lt;br /&gt;
==About file==&lt;br /&gt;
Write a short text file about your car. This goes in the about.txt file. This information is displayed in the car selection menu. Please include information such as authorship and license. See the other cars for examples.&lt;br /&gt;
&lt;br /&gt;
==Car Definition File==&lt;br /&gt;
Finally you must write car definition file, which contains all of the [[car parameters]]. You can start by copying tools/cars/blank.car and entering values to fit your vehicle. Try to find accurate information regarding the specifications of the car and duplicate it as closely as possible. The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
&lt;br /&gt;
Needless to say, it requires a lot of knowledge to create a car definition file from scratch so it is suggested that you try using values from other cars. Many of the [http://www.racer-xtreme.com/ community-made cars for Racer] have very similar values that can be used for VDrift.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
All the files needed for a car go into the directory &amp;#039;&amp;#039;&amp;#039;data/cars/car_name/&amp;#039;&amp;#039;&amp;#039;, where &amp;#039;&amp;#039;car_name&amp;#039;&amp;#039; is the short name of the car.&lt;br /&gt;
&lt;br /&gt;
==Need Help?==&lt;br /&gt;
Try the related wiki articles on [[car files and formats]], [[car parameters]], or the [[car modeling tutorial]]. If you get stuck, feel free to ask questions in our [http://vdrift.net/forum/index.php?forum=1 VDrift.net Help forum] or on [http://vdrift.net/staticpages/index.php/irc-chat VDrift IRC]&lt;br /&gt;
&lt;br /&gt;
==Contribute==&lt;br /&gt;
Once you create a new car please contribute it back to the game so that others can enjoy it. The best way to do this is to start a thread in our [http://vdrift.net/Forum/index.php?forum=5 Development forum] or to create an account on [http://cars.vdrift.net cars.vdrift.net] and upload it there.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=635</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=635"/>
		<updated>2009-08-30T15:16:25Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Vdrift-logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Documentation Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the [http://vdrift.net/ VDrift] Documentation Wiki. This site contains some information regarding the VDrift project, but it is not yet complete.&lt;br /&gt;
&lt;br /&gt;
Users are encouraged to make an account and edit articles, or leave comments. To get familiar with this wiki&amp;#039;s format and style, read the [[Wiki usage notes]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;General Info&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]], [[Community]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Contribution]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[2008 Refactor Project]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Installation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Hardware requirements]]&lt;br /&gt;
*[[Software requirements]]&lt;br /&gt;
*[[Installing on Linux]]&lt;br /&gt;
*[[Installing on FreeBSD]]&lt;br /&gt;
*[[Installing on Windows]]&lt;br /&gt;
*[[Installing on Mac OS X]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Playing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting Techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Files&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes|videomodes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]], [[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Development&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Release Planning]]&lt;br /&gt;
*[[Class structure]]&lt;br /&gt;
*[[Coding Guidelines]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Using SCons]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of cars]]&lt;br /&gt;
*[[Getting more cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car modeling tutorial]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Tracks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Track modeling tutorial]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=634</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=634"/>
		<updated>2009-08-30T15:16:11Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Vdrift-logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Documentation Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the [http://vdrift.net/ VDrift] Documentation Wiki. This site contains some information regarding the VDrift project, but it is not yet complete.&lt;br /&gt;
&lt;br /&gt;
Users are encouraged to make an account and edit articles, or leave comments. To get familiar with this wiki&amp;#039;s format and style, read the [[Wiki usage notes]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;General Info&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]], [[Community]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Contribution]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[2008 Refactor Project]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Installation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Hardware requirements]]&lt;br /&gt;
*[[Software requirements]]&lt;br /&gt;
*[[Installing on Linux]]&lt;br /&gt;
*[[Installing on FreeBSD]]&lt;br /&gt;
*[[Installing on Windows]]&lt;br /&gt;
*[[Installing on Mac OS X]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Playing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting Techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Files&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes|videomodes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]], [[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Development&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Release Planning]]&lt;br /&gt;
*[[Class structure]]&lt;br /&gt;
*[[Coding Guidelines]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Using SCons]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of cars]]&lt;br /&gt;
*[[Getting new cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car modeling tutorial]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Tracks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Track modeling tutorial]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=633</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Main_Page&amp;diff=633"/>
		<updated>2009-08-30T15:15:53Z</updated>

		<summary type="html">&lt;p&gt;Venzon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Vdrift-logo.png]]&lt;br /&gt;
&lt;br /&gt;
=&amp;#039;&amp;#039;&amp;#039;VDrift Documentation Wiki&amp;#039;&amp;#039;&amp;#039;=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Welcome ==&lt;br /&gt;
Welcome to the [http://vdrift.net/ VDrift] Documentation Wiki. This site contains some information regarding the VDrift project, but it is not yet complete.&lt;br /&gt;
&lt;br /&gt;
Users are encouraged to make an account and edit articles, or leave comments. To get familiar with this wiki&amp;#039;s format and style, read the [[Wiki usage notes]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;General Info&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[About the project]], [[Community]]&lt;br /&gt;
*[[Authors and contributors]]&lt;br /&gt;
*[[License]]&lt;br /&gt;
*[[Contribution]]&lt;br /&gt;
*[[Reporting problems]]&lt;br /&gt;
*[[2008 Refactor Project]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Installation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Hardware requirements]]&lt;br /&gt;
*[[Software requirements]]&lt;br /&gt;
*[[Installing on Linux]]&lt;br /&gt;
*[[Installing on FreeBSD]]&lt;br /&gt;
*[[Installing on Windows]]&lt;br /&gt;
*[[Installing on Mac OS X]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Configuration&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Configuring the display]]&lt;br /&gt;
*[[Configuring the sound]]&lt;br /&gt;
*[[Configuring the controls]]&lt;br /&gt;
*[[Logitech G25 support]]&lt;br /&gt;
*[[Setting up force feedback]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Playing&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Replays]]&lt;br /&gt;
*[[Drifting Techniques]]&lt;br /&gt;
*[[Drift scoring]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Files&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[User settings directory]]&lt;br /&gt;
*[[VDrift.config]]&lt;br /&gt;
*[[Adding video modes|videomodes]]&lt;br /&gt;
*[[options.config]]&lt;br /&gt;
*[[Sound/graphics formats]]&lt;br /&gt;
*[[JOE format]], [[JOEPack format]]&lt;br /&gt;
*[[Configfile format]]&lt;br /&gt;
*[[Menu system|Menu file format]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Development&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Release Planning]]&lt;br /&gt;
*[[Class structure]]&lt;br /&gt;
*[[Coding Guidelines]]&lt;br /&gt;
*[[Numerical Integration]]&lt;br /&gt;
*[[Getting the development version]]&lt;br /&gt;
*[[Compiling]]&lt;br /&gt;
*[[Using SCons]]&lt;br /&gt;
*[[Debugging]]&lt;br /&gt;
*[[Packaging]]&lt;br /&gt;
*[[Useful links]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px black; background-color: #e0e0e0&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Cars&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of cars]]&lt;br /&gt;
*[[Downloading and installing new cars]]&lt;br /&gt;
*[[Car files and formats]]&lt;br /&gt;
*[[Car parameters]]&lt;br /&gt;
*[[Creating cars]]&lt;br /&gt;
*[[Car modeling tutorial]]&lt;br /&gt;
|width=&amp;quot;250px&amp;quot;|&amp;#039;&amp;#039;&amp;#039;Tracks&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[List of tracks]]&lt;br /&gt;
*[[Track files and formats]]&lt;br /&gt;
*[[Creating tracks]]&lt;br /&gt;
*[[Track modeling tutorial]]&lt;br /&gt;
*[[Importing Racer tracks]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=160</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=160"/>
		<updated>2009-08-01T17:57:07Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
spring-factor-1 = 0.052, 1.0&lt;br /&gt;
spring-factor-2 = 0.055, 1.2&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point). Note that displacement values are relative to the &amp;quot;zero g&amp;quot;, &amp;quot;zero force&amp;quot; position. For best results, start VDrift with the -debug option and observe suspension displacements during maneuvering to determine where you want to put your points.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=159</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=159"/>
		<updated>2009-08-01T17:55:14Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
spring-factor-1 = 0.052, 1.0&lt;br /&gt;
spring-factor-2 = 0.055, 1.2&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The spring-factor-1 and 2 parameters define a curve for the spring response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is the suspension displacement in meters and y is the factor to be applied to the spring coefficient. In this example, the spring factor will be 1.0 when the displacement is between 0 and 0.052 m, and then the spring factor will change linearly to 1.2 at 0.055 m (and beyond). The spring factor gets multiplied by the spring-constant. You can put as many spring-factor points as you want (just increase the spring-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. These can be omitted if desired, in which case a factor of 1.0 will be used everywhere. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself.&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=158</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=158"/>
		<updated>2009-08-01T17:28:32Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the &amp;#039;&amp;#039;&amp;#039;wheel rate&amp;#039;&amp;#039;&amp;#039; in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=157</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=157"/>
		<updated>2009-08-01T17:28:01Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the [[wheel rate]] in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=156</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=156"/>
		<updated>2009-08-01T16:43:09Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the wheel rate in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond). The damper factor gets applied to the bonce or rebound damper coefficient, depending on the direction of travel.  You can put as many damper-factor points as you want (just increase the damper-factor- number for each additional point).&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=155</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=155"/>
		<updated>2009-08-01T16:38:44Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Suspension */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
damper-factor-1 = 0.08,1.0&lt;br /&gt;
damper-factor-2 = 0.1, 0.7&lt;br /&gt;
travel = 0.19&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the wheel rate in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter and the max-compression-velocity parameters are no longer used and can be omitted.&lt;br /&gt;
&lt;br /&gt;
The bounce and rebound parameters are the damping coefficients for compression and expansion of the suspension, respectively, in units of N/m/s. The damper-factor-1 and 2 parameters define a curve for the damper response. Points are defined by specifying an x,y pair where x is an absolute value of suspension velocity in m/s and y is the factor to be applied to the damping coefficient. In this example, the damper factor will be 1.0 when the compression velocity absolute value is between 0 and 0.08 m/s, and then the damper factor will change linearly to 0.7 at 0.1 m/s (and beyond).&lt;br /&gt;
&lt;br /&gt;
Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=154</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=154"/>
		<updated>2009-07-19T17:36:52Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Differential */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters must be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
travel = 0.19&lt;br /&gt;
max-compression-velocity = 10.0&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the wheel rate in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter is no longer used and can be omitted.  bounce and rebound are the damping coefficients for compression and expansion of the suspension, respectively. If the speed at which the suspension is compressed, or expanded exceeds the value in max-compression-velocity, the dampers “lock up.”  Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=153</id>
		<title>Car parameters for vdrift-2009-06-15 and older</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Car_parameters_for_vdrift-2009-06-15_and_older&amp;diff=153"/>
		<updated>2009-07-19T17:14:52Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Clutch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The units are all in [http://scienceworld.wolfram.com/physics/MKS.html MKS] (meters, kilograms, seconds). It might also help to read [http://www.miata.net/sport/Physics/ &amp;#039;&amp;#039;The Physics of Racing&amp;#039;&amp;#039;] by Brian Beckman.&lt;br /&gt;
For unit conversion you can go to: [http://www.sonar-equipment.com/useful_conversion_factors_table1_p00.htm &amp;#039;&amp;#039;This Site&amp;#039;&amp;#039;].&lt;br /&gt;
&lt;br /&gt;
The .car file contains several sections.  Each section will now be described, along with example values from the XS.car file.  The XS has performance comparable to the Honda S2000.&lt;br /&gt;
&lt;br /&gt;
==Coordinate system==&lt;br /&gt;
A vector of 3 floats ( 1.0, 3.0, 1.5 ) will be interpreted as distances from the car body model origin.  See [[Coordinate systems]] for a detailed description.&lt;br /&gt;
&lt;br /&gt;
==Top level parameters==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
drive = RWD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The &amp;quot;drive&amp;quot; parameter accepts values &amp;quot;RWD&amp;quot;, &amp;quot;FWD&amp;quot;, &amp;quot;AWD&amp;quot; that correspond to rear wheel drive, front wheel drive, and all wheel drive, respectively.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
version = 2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The file format version.  The only change between version 1 and version 2 is the move to coordinate system version 2, which is described in [[Coordinate systems]].  If no version is specified version 1 is assumed.  VDrift is backward compatible with previous file formats.  VDrift is not forward compatible with new file formats -- that is, VDrift will refuse to load a file specifying format version 3 if VDrift&amp;#039;s code only supports version 2.&lt;br /&gt;
&lt;br /&gt;
==Steering==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
max-angle = 33.19&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This defines the maximum angle that the wheels will turn in each direction.  For the XS, when the steering wheel is full left, the wheels would be at -33.19 degrees.&lt;br /&gt;
&lt;br /&gt;
==Engine==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.86, 0.0, -0.21&lt;br /&gt;
mass = 140.0&lt;br /&gt;
max-power = 1.79e5&lt;br /&gt;
peak-engine-rpm = 7800.0&lt;br /&gt;
rpm-limit = 9000.0&lt;br /&gt;
inertia = 0.25&lt;br /&gt;
idle = 0.02&lt;br /&gt;
start-rpm = 1000&lt;br /&gt;
stall-rpm = 350&lt;br /&gt;
fuel-consumption = 1e-9&lt;br /&gt;
torque-friction = 0.0003&lt;br /&gt;
torque-curve-00 = 1000, 140.0&lt;br /&gt;
torque-curve-01 = 2000, 149.14&lt;br /&gt;
torque-curve-02 = 2200, 145.07&lt;br /&gt;
torque-curve-03 = 2500, 147.78&lt;br /&gt;
torque-curve-04 = 3000, 169.50&lt;br /&gt;
torque-curve-05 = 3300, 172.19&lt;br /&gt;
torque-curve-06 = 4000, 169.50&lt;br /&gt;
torque-curve-07 = 4500, 166.77&lt;br /&gt;
torque-curve-08 = 5600, 172.19&lt;br /&gt;
torque-curve-09 = 5800, 170.83&lt;br /&gt;
torque-curve-10 = 6000, 168.12&lt;br /&gt;
torque-curve-11 = 6100, 177.61&lt;br /&gt;
torque-curve-12 = 6200, 186.42&lt;br /&gt;
torque-curve-13 = 6300, 192.53&lt;br /&gt;
torque-curve-14 = 6500, 195.92&lt;br /&gt;
torque-curve-15 = 6700, 195.92&lt;br /&gt;
torque-curve-16 = 7000, 195.24&lt;br /&gt;
torque-curve-17 = 7600, 190.49&lt;br /&gt;
torque-curve-18 = 8000, 184.39&lt;br /&gt;
torque-curve-19 = 8200, 183.04&lt;br /&gt;
torque-curve-20 = 8300, 146.43&lt;br /&gt;
torque-curve-21 = 9500, 146.43&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass parameters affect the weight distribution of the car. The torque curve is calculated from max-power and peak-engine-rpm using a polynomial expression given in Motor Vehicle Dynamics, Genta (1997), where peak-engine-rpm is the engine speed at which the maximum power output (max-power) is achieved. Alternatively, the torque curve can be explicitly defined, as in the example above. A rev limit can be set with rpm-limit. The rotational inertia of the moving parts is inertia. idle is the throttle position at idle. Starting the engine initially sets the engine speed to start-rpm. Letting the engine speed drop below stall-rpm makes the engine stall. The rate of fuel consumption is set with fuel-consumption.  The actual fuel consumed each second (in units of liters) is the fuel-consumption parameter times RPM times throttle (throttle is from 0.0 to 1.0, where 1.0 is full throttle).&lt;br /&gt;
&lt;br /&gt;
==Clutch==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
sliding = 0.27&lt;br /&gt;
radius = 0.15&lt;br /&gt;
area = 0.75&lt;br /&gt;
max-pressure = 11079.26&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The torque on the clutch is found by multiplying the clutch pressure by the value in the area tag, the radius, and the sliding (friction) parameters.&lt;br /&gt;
&lt;br /&gt;
==Transmission==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
gears = 6&lt;br /&gt;
gear-ratio-r = -2.8&lt;br /&gt;
gear-ratio-1 = 3.133&lt;br /&gt;
gear-ratio-2 = 2.045&lt;br /&gt;
gear-ratio-3 = 1.481&lt;br /&gt;
gear-ratio-4 = 1.161&lt;br /&gt;
gear-ratio-5 = 0.943&lt;br /&gt;
gear-ratio-6 = 0.763&lt;br /&gt;
shift-time = 0.2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The number of forward gears is set with the gears parameter.  The gear ration for reverse and all of the forward gears is then defined.  The shift-time tag tells how long it takes, in total seconds, to change gears (when autoclutch is enabled). Half the time is spent changing the gear and the other half is spent letting the clutch out.  This parameter is not required and defaults to 0.2 seconds, which is a reasonable value for a manual transmission.  F1 cars take about 50 ms, by comparison.&lt;br /&gt;
&lt;br /&gt;
==Differential==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
final-drive = 4.100&lt;br /&gt;
anti-slip = 600.0&lt;br /&gt;
anti-slip-torque = 1&lt;br /&gt;
anti-slip-torque-deceleration-factor = 0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The final drive provides an additional gear reduction.  The anti-slip parameter defines the maximum anti-slip torque.  For speed-sensitive differentials, it also defines the anti-slip torque per radian per second of speed difference between the wheels.  If the differential is speed-sensitive, the anti-slip-torque and anti-slip-torque-deceleration-factor parameters can be omitted or set to zero.  If the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque.  The anti-slip-torque-deceleration-factor defines the amount of anti-slip torque per negative input torque.  For a 1-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to zero, for a 2-way torque-sensitive LSD, set anti-slip-torque-deceleration-factor to 1.0, for 1.5-way, set it between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
==Fuel tank==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.8, -0.1, -0.26&lt;br /&gt;
capacity = 0.0492&lt;br /&gt;
volume = 0.0492&lt;br /&gt;
fuel-density = 730.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fuel tank&amp;#039;s position, the current volume of fuel and the density of the fuel affect the car&amp;#039;s weight distribution. The capacity tag sets the maximum volume of fuel that the tank can hold. The initial volume is set with the volume tag. The density of the fuel is set with fuel-density.&lt;br /&gt;
&lt;br /&gt;
==Suspension==&lt;br /&gt;
Front/rear parameters are broken into two fields.  Per-wheel parameters are broken into four fields.  In the example below the front suspension is shown, followed by the front left wheel suspension parameters.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-front ]&lt;br /&gt;
spring-constant = 49131.9&lt;br /&gt;
bounce = 2588&lt;br /&gt;
rebound = 2612&lt;br /&gt;
travel = 0.19&lt;br /&gt;
max-compression-velocity = 10.0&lt;br /&gt;
camber = -1.33&lt;br /&gt;
caster = 6.12&lt;br /&gt;
toe = 0.0&lt;br /&gt;
anti-roll = 8000.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ suspension-FL ]&lt;br /&gt;
hinge = 0,0,0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The spring-constant is the wheel rate in N/m. The hinge is the center of the wheel&amp;#039;s path as the suspension moves. The location of the hinge is determined by suspension geometry, and may be outside of the car itself. Note that the suspension position parameter is no longer used and can be omitted.  bounce and rebound are the damping coefficients for compression and expansion of the suspension, respectively. If the speed at which the suspension is compressed, or expanded exceeds the value in max-compression-velocity, the dampers “lock up.”  Wheel alignment is set with the camber, caster, and toe tags. All angles are in degrees.&lt;br /&gt;
&lt;br /&gt;
==Tire==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front tire section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
radius = 0.29&lt;br /&gt;
rolling-resistance = 1.3e-2, 6.5e-6&lt;br /&gt;
rotational-inertia = 10.0&lt;br /&gt;
tread = 0.0&lt;br /&gt;
# Lateral force&lt;br /&gt;
a0=1.6&lt;br /&gt;
a1=-38&lt;br /&gt;
a2=1201&lt;br /&gt;
a3=1914&lt;br /&gt;
a4=8.7&lt;br /&gt;
a5=0.014&lt;br /&gt;
a6=-0.24&lt;br /&gt;
a7=1.0&lt;br /&gt;
a8=-0.03&lt;br /&gt;
a9=-0.0013&lt;br /&gt;
a10=-0.15&lt;br /&gt;
a111=-8.5&lt;br /&gt;
a112=-0.29&lt;br /&gt;
a12=17.8&lt;br /&gt;
a13=-2.4&lt;br /&gt;
# Longitudinal force&lt;br /&gt;
b0=1.7&lt;br /&gt;
b1=-80&lt;br /&gt;
b2=1571&lt;br /&gt;
b3=23.3&lt;br /&gt;
b4=300&lt;br /&gt;
b5=0&lt;br /&gt;
b6=0.0068&lt;br /&gt;
b7=0.055&lt;br /&gt;
b8=-0.024&lt;br /&gt;
b9=0.014&lt;br /&gt;
b10=0.26&lt;br /&gt;
b11=-86&lt;br /&gt;
b12=350&lt;br /&gt;
# Aligning moment&lt;br /&gt;
c0=2.3&lt;br /&gt;
c1=-3.8&lt;br /&gt;
c2=-3.14&lt;br /&gt;
c3=-1.16&lt;br /&gt;
c4=-7.2&lt;br /&gt;
c5=0.0&lt;br /&gt;
c6=0.0&lt;br /&gt;
c7=0.044&lt;br /&gt;
c8=-0.58&lt;br /&gt;
c9=0.18&lt;br /&gt;
c10=0.043&lt;br /&gt;
c11=0.048&lt;br /&gt;
c12=-0.0035&lt;br /&gt;
c13=-0.18&lt;br /&gt;
c14=0.14&lt;br /&gt;
c15=-1.029&lt;br /&gt;
c16=0.27&lt;br /&gt;
c17=-1.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The two elements of rolling-resistance are the constant and velocity-squared terms, respectively.  Radius defines the radius of the tire.  The tread parameter ranges over arbitrary values of 0.0 to 1.0, where 0.0 is a road tire and 1.0 is an off-road tire.  The longitudinal, transverse, and aligning section each contain a vector of “magic formula” coefficients as presented in Motor Vehicle Dynamics, Genta (1997).  A description is shown below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Shape factor ........................................... A0&lt;br /&gt;
Load infl. on lat. friction coeff (*1000)... (1/kN) .... A1&lt;br /&gt;
Lateral friction coefficient at load = 0 (*1000) ....... A2&lt;br /&gt;
Maximum stiffness ........................ (N/deg) ..... A3&lt;br /&gt;
Load at maximum stiffness ................ (kN) ........ A4&lt;br /&gt;
Camber infiuence on stiffness ............ (%/deg/100) . A5&lt;br /&gt;
Curvature change with load ............................. A6&lt;br /&gt;
Curvature at load = 0 .................................. A7&lt;br /&gt;
Horizontal shift because of camber ........(deg/deg).... A8&lt;br /&gt;
Load influence on horizontal shift ........(deg/kN)..... A9&lt;br /&gt;
Horizontal shift at load = 0 ..............(deg)........ A10&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN)... A111&lt;br /&gt;
Camber influence on vertical shift ........(N/deg/kN**2) A112&lt;br /&gt;
Load influence on vertical shift ..........(N/kN)....... A12&lt;br /&gt;
Vertical shift at load = 0 ................(N).......... A13&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... B0&lt;br /&gt;
Load infl. on long. friction coeff (*1000)... (1/kN) ... B1&lt;br /&gt;
Longitudinal friction coefficient at load = 0 (*1000)... B2&lt;br /&gt;
Curvature factor of stiffness ............ (N/%/kN**2) . B3&lt;br /&gt;
Change of stiffness with load at load = 0 (N/%/kN) ..... B4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... B5&lt;br /&gt;
Curvature change with load ............................. B6&lt;br /&gt;
Curvature change with load ............................. B7&lt;br /&gt;
Curvature at load = 0 .................................. B8&lt;br /&gt;
Load influence on horizontal shift ....... (%/kN) ...... B9&lt;br /&gt;
Horizontal shift at load = 0 ............. (%) ......... B10&lt;br /&gt;
Load influence on vertical shift ......... (N/kN) ...... B11&lt;br /&gt;
Vertical shift at load = 0 ............... (N) ......... B12&lt;br /&gt;
&lt;br /&gt;
Shape factor ........................................... C0&lt;br /&gt;
Load influence of peak value ............ (Nm/kN**2) ... C1&lt;br /&gt;
Load influence of peak value ............ (Nm/kN) ...... C2&lt;br /&gt;
Curvature factor of stiffness ........... (Nm/deg/kN**2) C3&lt;br /&gt;
Change of stiffness with load at load = 0 (Nm/deg/kN) .. C4&lt;br /&gt;
Change of progressivity of stiffness/load (1/kN) ....... C5&lt;br /&gt;
Camber influence on stiffness ........... (%/deg/100) .. C6&lt;br /&gt;
Curvature change with load ............................. C7&lt;br /&gt;
Curvature change with load ............................. C8&lt;br /&gt;
Curvature at load = 0 .................................. C9&lt;br /&gt;
Camber influence of stiffness .......................... C10&lt;br /&gt;
Camber influence on horizontal shift......(deg/deg)..... C11&lt;br /&gt;
Load influence on horizontal shift........(deg/kN)...... C12&lt;br /&gt;
Horizontal shift at load = 0..............(deg)......... C13&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN**2) C14&lt;br /&gt;
Camber influence on vertical shift........(Nm/deg/kN)... C15&lt;br /&gt;
Load influence on vertical shift..........(Nm/kN)....... C16&lt;br /&gt;
Vertical shift at load = 0................(Nm).......... C17&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
More information can be found at http://members.xoom.virgilio.it/adiaforo/epcjk.htm&lt;br /&gt;
&lt;br /&gt;
==Brakes==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
friction = 0.73&lt;br /&gt;
max-pressure = 4.0e6&lt;br /&gt;
bias = 0.60&lt;br /&gt;
radius = 0.14&lt;br /&gt;
area = 0.015&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bias parameter is the fraction of braking pressure applied to the front brakes (in the front brake section) or the rear brakes (in the rear brake section).  To make sense, the rear value should equal 1.0 minus the front value.  The maximum brake torque is calculated as friction * area * bias * max-pressure * radius.  Some fraction of this value is applied based on the brake pedal.&lt;br /&gt;
&lt;br /&gt;
==Driver==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = -0.62, -0.35, -0.12&lt;br /&gt;
mass = 90.0&lt;br /&gt;
view-position = -0.64, 0.35, 0.30&lt;br /&gt;
hood-mounted-view-position = 0.55, 0, 0.17&lt;br /&gt;
view-stiffness = 0.0&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The position and mass affect the weight distribution of the car.  The view positions define 3D coordinates for camera placement.  The view-stiffness parameter defines the stiffness of the camera bounce effect, where 0.0 is a sports car and 1.0 is F1-ish.&lt;br /&gt;
&lt;br /&gt;
==Drag==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 0.0, 0.0, 0.2&lt;br /&gt;
frontal-area = 2&lt;br /&gt;
drag-coefficient = 0.3&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The frontal area and coefficient of drag, set with frontal-area and drag-coefficient, are used to calculate the drag force.&lt;br /&gt;
&lt;br /&gt;
==Wing==&lt;br /&gt;
Front/rear parameters are broken into two fields.  In the example below the front section is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.9, 0.0, 0.60&lt;br /&gt;
frontal-area = 0.2&lt;br /&gt;
drag-coefficient = 0.0&lt;br /&gt;
surface-area = 0.3&lt;br /&gt;
lift-coefficient = -0.5&lt;br /&gt;
efficiency = 0.95&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Downforce can be added with wings. The amount of downforce is determined by the value in the lift-coefficient tag. If the lift coefficient is positive, upforce is generated. This is usually undesirable for cars. The efficiency determines how much drag is added as downforce increases. The surface-area is the surface area of the wing. This value is also used in the drag calculation.&lt;br /&gt;
&lt;br /&gt;
==Wheel==&lt;br /&gt;
Per-wheel parameters are broken into four fields.  In the example below the front left wheel is shown.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
position = 1.14, 0.76, -0.47&lt;br /&gt;
roll-height = 0.29&lt;br /&gt;
mass = 18.14&lt;br /&gt;
restitution = 0.1&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contact-points==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 0.05&lt;br /&gt;
position-00 = 1.96, 0.37, -0.24&lt;br /&gt;
position-01 = 1.96, -0.37, -0.24&lt;br /&gt;
position-02 = 1.52, 0.83, 0.16&lt;br /&gt;
position-03 = 1.52, -0.83, 0.16&lt;br /&gt;
position-04 = -0.10, 0.89, -0.24&lt;br /&gt;
position-05 = -0.10, -0.89, -0.24&lt;br /&gt;
position-06 = -2.18, -0.83, -0.10&lt;br /&gt;
position-07 = -2.18, 0.83, -0.10&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance only.  They no longer perform any contact-related function.  So, contact-points are the same as particles (defined below), but the syntax is slightly different.&lt;br /&gt;
&lt;br /&gt;
==Particle==&lt;br /&gt;
These parameters are broken into a series of values starting at 00 and going to some number less than 100.  The particle-00 is shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mass = 30.0&lt;br /&gt;
position = -1.28, 0.0, -0.36&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
These values are used for weight distribution and balance.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=296</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=296"/>
		<updated>2009-06-17T04:01:32Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* Boost C++ Libraries (header-file-only)&lt;br /&gt;
* ASIO C++ Libraries (header-file-only)&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358 (2009-06-15 release and later), no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-06-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-06-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-06-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
For release 2009-06-15 and later, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/local/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====ASIO====&lt;br /&gt;
Download the ASIO distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=122478&amp;amp;package_id=134200&amp;amp;release_id=665620&lt;br /&gt;
&lt;br /&gt;
Uncompress ASIO, and move asio-1.4.1/include/* to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=295</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=295"/>
		<updated>2009-06-08T03:41:22Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====ASIO====&lt;br /&gt;
Download the ASIO distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=122478&amp;amp;package_id=134200&amp;amp;release_id=665620&lt;br /&gt;
&lt;br /&gt;
Uncompress ASIO, and move asio-1.4.1/include/* to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=294</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=294"/>
		<updated>2009-06-08T03:38:45Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Building */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====ASIO====&lt;br /&gt;
Download the ASIO distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=122478&amp;amp;package_id=134200&amp;amp;release_id=665620&lt;br /&gt;
&lt;br /&gt;
Uncompress ASIO, and move the contents to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=293</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=293"/>
		<updated>2009-06-07T15:51:04Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=292</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=292"/>
		<updated>2009-06-07T15:50:54Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
On Ubuntu jaunty, rather use:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=291</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=291"/>
		<updated>2009-05-30T19:17:58Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Linux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
On Ubuntu jaunty, rather use:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
===Running===&lt;br /&gt;
For release 2009-02-15 and earlier, if you used the default install locations, VDrift can be run with the command:&lt;br /&gt;
 /usr/share/games/vdrift/bin/vdrift&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=290</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=290"/>
		<updated>2009-05-30T19:16:03Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Installation Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
On Ubuntu jaunty, rather use:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Optional: Installation Location====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=289</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=289"/>
		<updated>2009-05-30T19:15:34Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Installing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
On Ubuntu jaunty, rather use:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data/* /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Installation Options====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
	<entry>
		<id>http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=288</id>
		<title>Compiling VDrift</title>
		<link rel="alternate" type="text/html" href="http://wiki.vdrift.net/index.php?title=Compiling_VDrift&amp;diff=288"/>
		<updated>2009-05-30T19:15:12Z</updated>

		<summary type="html">&lt;p&gt;Venzon: /* Installing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Compiling VDrift is different depending on the operating system on which it is compiled.&lt;br /&gt;
&lt;br /&gt;
==Linux==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
Make sure you have all the required libraries and build tools. Make sure you also have the development files for each of the libraries.&lt;br /&gt;
&lt;br /&gt;
The required build tools include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;g++&amp;#039;&amp;#039;&amp;#039; - The GNU C++ compiler&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scons&amp;#039;&amp;#039;&amp;#039; - A replacement for Make&lt;br /&gt;
&lt;br /&gt;
The required libraries include:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libsdl&amp;#039;&amp;#039;&amp;#039; - Simple Direct Media Layer&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libglew&amp;#039;&amp;#039;&amp;#039; - OpenGL extension utilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-gfx&amp;#039;&amp;#039;&amp;#039; - Graphics drawing primitives library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;sdl-image&amp;#039;&amp;#039;&amp;#039; - Image file loading library for SDL&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;vorbisfile&amp;#039;&amp;#039;&amp;#039; - File loading library for the ogg vorbis format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libvorbis&amp;#039;&amp;#039;&amp;#039; - The Vorbis General Audio Compression Codec&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;libboost&amp;#039;&amp;#039;&amp;#039; - Boost C++ Libraries&lt;br /&gt;
&lt;br /&gt;
Your Linux distribution may have different package names and/or bundled differently. The list above should give enough information to search for applicable packages within your distribution&amp;#039;s package manager.&lt;br /&gt;
&lt;br /&gt;
For Ubuntu, all the required packages may be installed using this command:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libboost-dev&lt;br /&gt;
&lt;br /&gt;
On Ubuntu jaunty, rather use:&lt;br /&gt;
 sudo apt-get install g++ scons libsdl-gfx1.2-dev libsdl-image1.2-dev libsdl-net1.2-dev libvorbis-dev libglew-dev libasio-dev&lt;br /&gt;
&lt;br /&gt;
====Bullet====&lt;br /&gt;
As of SVN R2358, no steps are required to build bullet and you can continue to the next section.&lt;br /&gt;
&lt;br /&gt;
For the 2009-02-15 release, the only step required is to expand the Bullet source archive:&lt;br /&gt;
 tar zxvf bullet-2.73-sp1.tgz&lt;br /&gt;
&lt;br /&gt;
{{note|For older versions of VDrift, you will need to follow the [[Old Method of Compiling Bullet]].}}&lt;br /&gt;
&lt;br /&gt;
====SCons====&lt;br /&gt;
As of the 2005-10-02 release, VDrift no longer uses ./configure, make, etc. (autotools). Now the project is built with [http://scons.org/ SCons]. You may want to read a little about [[Using SCons]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to use SCons. The first way is to install scons on your system through your package manager, then you can use it simply by the name of the program, &amp;quot;scons&amp;quot;. If you followed the directions for installing prerequisites for Ubuntu above, then you&amp;#039;re done and can continue on to the next section. The second way is to use the scons-local package (included with VDrift) which will do the same thing but doesn&amp;#039;t require that you install scons on your system. To do this, you must move the scons-local-0.96.95.tar.gz archive from tools to the root vdrift folder, un-tar the archive, and then use the &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt; command instead of &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Get the Code===&lt;br /&gt;
You can get the code from a source package for a particular version, or you can [[Getting the development version|get the development version]].&lt;br /&gt;
====Source Package====&lt;br /&gt;
[http://sourceforge.net/project/showfiles.php?group_id=137283 Download] the latest VDrift Linux source package. All the files in the package are in a directory called vdrift-&amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039;-src where &amp;#039;&amp;#039;&amp;#039;version&amp;#039;&amp;#039;&amp;#039; is something like 2009-02-15.&lt;br /&gt;
&lt;br /&gt;
Unpack the archive.&lt;br /&gt;
&lt;br /&gt;
 tar jxvf vdrift-2009-02-15-src.tar.bz2&lt;br /&gt;
&lt;br /&gt;
=====Enter directory=====&lt;br /&gt;
Now change directories into the location of your newly created VDrift source tree.&lt;br /&gt;
 cd vdrift-2009-02-15&lt;br /&gt;
&lt;br /&gt;
====Optional: Using scons-local instead of installing SCons====&lt;br /&gt;
If you have decided not to install SCons on your system, you can use scons-local. To set it up, do the following:&lt;br /&gt;
&lt;br /&gt;
 tar zxvf tools/scons-local-0.96.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
{{note|Some of the following steps refer to the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command, you should now replace that with &amp;lt;code&amp;gt;./scons.py&amp;lt;/code&amp;gt;.}}&lt;br /&gt;
&lt;br /&gt;
===Compiling===&lt;br /&gt;
To compile VDrift, just use the &amp;lt;code&amp;gt;scons&amp;lt;/code&amp;gt; command.&lt;br /&gt;
 scons&lt;br /&gt;
&lt;br /&gt;
====Optional: Compile Options====&lt;br /&gt;
You can use one or more compile options. To compile with optimization for a certain platform, you can use the &amp;#039;&amp;#039;&amp;#039;arch&amp;#039;&amp;#039;&amp;#039; option.&lt;br /&gt;
 scons arch=a64&lt;br /&gt;
Compiling VDrift in &amp;#039;&amp;#039;&amp;#039;release&amp;#039;&amp;#039;&amp;#039; mode will turn off debugging options, and enable more compiler optimizations.  VDrift runs much more quickly in release mode.&lt;br /&gt;
 scons release=1&lt;br /&gt;
{{note|These options are probably best left off the first time you compile. If you have problems compiling or running VDrift, it is easier to debug with them off. Once you verify that VDrift is compiling, then recompile with these optimizations to improve performance.}}&lt;br /&gt;
&lt;br /&gt;
===Installing===&lt;br /&gt;
VDrift does not need to be installed to work and you can run it from the folder where you compiled it.  If you do want to install, use the SCons build target &amp;#039;&amp;#039;&amp;#039;install&amp;#039;&amp;#039;&amp;#039;. This command must be run as root.&lt;br /&gt;
 sudo scons install&lt;br /&gt;
{{note|The &amp;lt;code&amp;gt;scons install&amp;lt;/code&amp;gt; process was broken for several releases including the 2009-02-15 release and may fail to install needed datafiles.  If you have release 2009-02-15 or earlier, run &amp;quot;sudo scons install&amp;quot; as noted above and then manually re-copy the data files to the installed destination folder:&lt;br /&gt;
 sudo cp -r data /usr/share/games/vdrift/data}}&lt;br /&gt;
&lt;br /&gt;
====Installation Options====&lt;br /&gt;
You can change the installation prefix. For example, if you want VDrift to go in &amp;lt;code&amp;gt;/usr/local/share/games/vdrift&amp;lt;/code&amp;gt;, you can change the &amp;#039;&amp;#039;&amp;#039;prefix&amp;#039;&amp;#039;&amp;#039; setting.&lt;br /&gt;
 scons install prefix=/usr/local&lt;br /&gt;
&lt;br /&gt;
{{note|There are many more build and install options, see the [[Using SCons]] page for more information.}}&lt;br /&gt;
&lt;br /&gt;
==Mac OS X==&lt;br /&gt;
===Prerequisites===&lt;br /&gt;
The VDrift Mac OS X project requires Xcode version 2.2 with the &amp;quot;10.4 Universal SDK&amp;quot; and the &amp;quot;X11 SDK&amp;quot; installed.&lt;br /&gt;
&lt;br /&gt;
===Download===&lt;br /&gt;
Get the VDrift source code, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Mac OS X|development version]].&lt;br /&gt;
&lt;br /&gt;
===Build===&lt;br /&gt;
Finally open &amp;#039;&amp;#039;tools/osx/vdrift.xcodeproj&amp;#039;&amp;#039; and hit &amp;quot;Build&amp;quot; from XCode&amp;#039;s &amp;quot;Build&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
==Windows==&lt;br /&gt;
In order to build VDrift for Windows, you must set up the tools to build the software, build Bullet and VDrift, and then install VDrift into a runtime folder.&lt;br /&gt;
&lt;br /&gt;
===Install and Configure Build Tools===&lt;br /&gt;
To build VDrift on Windows you&amp;#039;ll need working installations of [http://www.mingw.org/ MinGW], [http://www.mingw.org/msys.shtml MSYS and MSYS-DTK], [http://www.python.org/ Python], and [http://www.scons.org/ SCons].&lt;br /&gt;
{{note|The versions listed for these tools were the ones used at time of this writing (current stable versions of all packages), there may be new versions. This is a known working configuration.}}&lt;br /&gt;
====MinGW====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MinGW-5.1.3.exe?modtime=1168811236&amp;amp;big_mirror=1 Download MinGW 5.1.3]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* When asked to select components for install, you only need the base system and the g++ compiler.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
====MSYS====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/MSYS-1.0.10.exe?modtime=1079444447&amp;amp;big_mirror=1 Download MSYS 1.0.10]&lt;br /&gt;
* Run the installer.&lt;br /&gt;
* Choose the default install location.&lt;br /&gt;
* When presented with a terminal asking if you want to continue with the post-install, type &amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* When asked if MinGW is installed, enter &amp;#039;&amp;#039;&amp;#039;C:/MinGW&amp;#039;&amp;#039;&amp;#039;, then press enter.&lt;br /&gt;
* The MSYS post install script should find your MinGW installation now and configure itself.&lt;br /&gt;
====MSYS DTK====&lt;br /&gt;
* [http://downloads.sourceforge.net/mingw/msysDTK-1.0.1.exe?modtime=1041430674&amp;amp;big_mirror=1 Download MSYS-DTK 1.01]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====Python====&lt;br /&gt;
* [http://www.python.org/ftp/python/2.5.1/python-2.5.1.msi Download Python 2.5.1]&lt;br /&gt;
* Run the installer and accept all the defaults.&lt;br /&gt;
====SCons====&lt;br /&gt;
* [http://www.scons.org/ SCons 0.97]&lt;br /&gt;
* Run the installer. It should find your Python installation, accept all defaults.&lt;br /&gt;
&lt;br /&gt;
===Download VDrift Source and Data===&lt;br /&gt;
Get the VDrift source code and data, either from the latest source release on the [http://sourceforge.net/project/showfiles.php?group_id=137283 VDrift downloads page], or the [[Getting the development version#Windows|development version]].&lt;br /&gt;
&lt;br /&gt;
{{note|From this point on the directory in which you checked out VDrift will be referred to as the root VDrift directory. The development environment setup script puts this in an environment variable $VDRIFT_DIR.}}&lt;br /&gt;
&lt;br /&gt;
===Building===&lt;br /&gt;
====Boost====&lt;br /&gt;
Download a Boost distribution from this link:&lt;br /&gt;
&lt;br /&gt;
http://sourceforge.net/project/showfiles.php?group_id=7586&amp;amp;package_id=8041&amp;amp;release_id=679861&lt;br /&gt;
&lt;br /&gt;
Uncompress Boost, and move the boost_1_39_0/boost folder to VDrift/tools/win/include&lt;br /&gt;
&lt;br /&gt;
====VDrift====&lt;br /&gt;
To build VDrift you must use the MSYS terminal, compile the Bullet library, and compile VDrift itself.&lt;br /&gt;
* Launch MSYS by clicking &amp;#039;&amp;#039;&amp;#039;Start&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;Programs&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MinGW&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;MSYS&amp;#039;&amp;#039;&amp;#039; -&amp;gt; &amp;#039;&amp;#039;&amp;#039;msys&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Change directories to the spot where you checked VDrift out. If your username is &amp;#039;&amp;#039;&amp;#039;Administrator&amp;#039;&amp;#039;&amp;#039; and you put it on your Desktop in a directory named &amp;#039;&amp;#039;&amp;#039;VDrift&amp;#039;&amp;#039;&amp;#039;, you would enter this command:&lt;br /&gt;
 cd /c/Documents\ and\ Settings/Administrator/Desktop/VDrift&lt;br /&gt;
* Now, to build VDrift, run the command:&lt;br /&gt;
 build_vdrift.sh&lt;br /&gt;
&lt;br /&gt;
===Run VDrift===&lt;br /&gt;
* Move or copy the VDrift data to a directory named data within the root VDrift directory. This can be done in a few different ways, depending on how you obtained the VDrift data. You could check it out directly here, or you could check it out in another place and use TortoiseSVN to export it to this location. If you downloaded a VDrift data archive you can extract it here, or extract it elsewhere and then move or copy the necessary files to runtime. In the end, just make sure you have a directory structure with paths like &amp;#039;&amp;#039;&amp;#039;VDrift/data/cars/&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;VDrift/data/tracks/&amp;#039;&amp;#039;&amp;#039;, etc.&lt;br /&gt;
===Running===&lt;br /&gt;
Now, to run VDrift, you just need to double-click on the file &amp;#039;&amp;#039;&amp;#039;vdrift.exe&amp;#039;&amp;#039;&amp;#039; within the root VDrift directory.&lt;/div&gt;</summary>
		<author><name>Venzon</name></author>
	</entry>
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