More excerpt from drifting article in OCT 2003 Wired magazine. Entire article can be viewed at
http://www.wired.com/wired/arc..._set=
"The man behind Gran Turismo is Kazunori Yamauchi, a handsome 36-year-old with a gap-toothed grin and a silver-flecked crew cut. Kazunori is a game industry legend. Gran Turismo set the gold standard for realism in 1998, and five years later GT3 still dominates the market. Gran Turismo is less a game than it is a simulator: Kazunori's ultimate goal is to make the perfect car-in-a-bottle, a virtual experience indistinguishable from actual driving.
The obsession has earned him a nickname: the God of Driving Games. It's also provided some outsize headaches. I meet with the man and his translator in a dim conference room at last summer's Electronic Entertainment Expo, the game industry's yearly confab. "In the virtual driving universe," he says, "drifting is a problem."
The issue is complexity. Unlike acceleration, cornering, and braking - which rely on basic Newtonian formulas - drifting is an esoteric confluence of g-forces, coefficients of friction, and vectors of velocity.
"On paper, the physics don't make sense," Kazunori says. "So our engineers couldn't understand it enough to make a formula." In theory, a car can no more drift around a corner than a bumblebee can fly. And yet in the real world, it happens.
It's easy to simulate drifting with a hack -- a slide-sideways subroutine, activated with a jiggle of the wheel and a pump on the gas, as seen in rival games like Capcom's Auto Modellista and Microsoft's Project Gotham. But to Kazunori, that's cheating.
"We cannot ignore physics," he says. "If GT has a realistic enough physics engine, a player will be able to accurately drift a car, whether the engineers understand why it slides or not. It is the goal and the proof." When drifting happens in the game, Kazunori's engineers call it "the miracle."
*bold emphasis added*