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Back to the ’90s?

25 March, 2026 in Cars, Computers, Games

My passion for human-in-the-loop vehicle simulation was ignited in the late ’80s / early ’90s by two incredible Atari coin-op games: Hard Drivin’ and Race Drivin’.

For the first time, it was no more a simple “steer left / steer right” matter: Atari introduced a full vehicle simulation, where the challenge was to reproduce real driving manoeuvres to keep the car on track—whether in stunts or at high speed.

I spent countless hours playing those games. And they also inspired me to start a personal project in the early ’90s on the mighty Commodore Amiga, codenamed Impossible Drivin’ (yes… you can probably guess the reference)!

It was my first attempt at simulating a real vehicle in real time. It never became a full product and was never officially released. It featured a simple open-wheel car driving on a basic polygonal track, with just one goal: stay in control at high speed.

Despite its simplicity, Impossible Drivin’ laid the foundations for the following AVC simulation library and the Virtual Grand Prix series, implementing my early vehicle simulation algorithms. Even if, by modern standards, those algorithms were very limited, they were anyway able to capture the essence of fast driving. The model simulated the different behaviour of front and rear tyres, when pushed toward the limits of their friction circles depending on user input. The result was surprisingly fun: the car could easily understeer or oversteer, and the player had to react with the correct manoeuvres to control the vehicle and stay on track.

Even with such simple algorithms, it felt “realistic enough” to be genuinely fun to drive. In fact, my friends and I spent hours playing that early demo, even though it was nothing more than just a minimal sandbox experience.

A few weeks ago, while experimenting with the latest version of the Godot engine, I had a thought: what if I disabled the built-in physics and reimplemented those old Impossible Drivin’ algorithms?

Godot already provides so many features out of the box that recreating the project would be straightforward: just rewrite those few lines of C code in GDScript for the car physics, and let the engine handle everything else (3D, input, etc.).

Well… here it is: the IDFG Project — Impossible Drivin’ for Godot.

And yes, the goal was fully achieved.

The car is extremely fun to drive. I would even say it feels more enjoyable than many modern, full-featured simulations.

Driving in IDFG brings back those ’90s vibes—when simulators were realistic enough to reward good driving, but not so extreme that they became frustrating or intimidating.

Instead of tweaking endless parameters, you just jump in and enjoy throwing the car into corners.

So now the question is:

what’s next?

Should this remain a simple demo, or is it worth turning into a full game with those retro vibes?


Plathinum anthem

15 April, 2025 in Music

Plathinum starship logo

The Plathinum is an imaginary and somewhat parodic starship belonging to the Star Trek universe. Some of my friends from Starcon Italia (https://starconitalia.it/) are part of her crew, and they asked me to write her official anthem.

So, here you are the main anthem of the Plathinum starship; this is the karaoke version, so you can have fun singing along too (the lyrics were written by my little sister Lucia)

http://www.paolocattani.com/public/plathinum_karaoke.mp4


AWGSim + DesignBuilder

5 April, 2025 in Computers, Science

Integrated Atmospheric Water Generators for Building Sustainability: A Simulation-Based Approach

Another paper, in which I am a coauthor, that focuses on the combined use of two different simulation tools: a commercial tool designed to study the energy balance of buildings and my custom-developed software for AWG modelling, AWGSim.

https://www.mdpi.com/1996-1073/18/7/1839

The paper presents the first results of a broader study aimed at considering atmospheric water generation as a viable option within sustainable building design strategies. In particular, the focus is on integrated systems in which atmospheric water generator (AWG) machines, in addition to producing water, support HVAC systems. The research focuses on the combined use of two different simulation tools: a commercial tool designed to study the energy balance of buildings and a custom-developed software for AWG modelling. This is the first step of a more complex procedure of software integration that is aimed to provide designers with a method to implement AWGs in the design process of buildings, both residential or industrial. This preliminary procedure is applied to a case study concerning the link between an advanced integrated AWG and a building housing inverters and transformers that belong to a photovoltaic field. The scope of the integration consists in enhancing the energy sustainability of atmospheric water intended for hydrogen production and panel washing by means of the dry and cold air flux that comes from the cycle of vapour condensation. The results highlight the potentialities of the integrated design, which includes AWGs, to enhance the final efficiency of sustainable housing. In particular, the joint action of the simulation tools used in this study provides insights about the possibility to reduce the size of traditional chiller that serve the building by an order of magnitude, and to achieve an energy saving of 29.8 MWh a year.