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Formula Cars - Reworked #110789
02/05/07 16:48
02/05/07 16:48
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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Joined: Mar 2005
Posts: 514
Brazil
Maybe some of you already saw this project videos / screenshots, but, now i´m reworking it completely, and to avoid people from seeing very old pictures I decided to create a new thread to show the actual stage of this project.

In fact, I´m planning to convert everything in my racing projects in only one big project, something like a career game, where the player begins in Indoor karting, then outdoor karting, and therefore formula and touring cars.

Here are the screenshots of my Formula Cars Project :





This car already works with my racing phisics system, I dont use Newton or A6 physics at all.

All the behaviour is happening by Physical ( or almost it ) laws, including the suspension, tyres and so on.

Now i´m working on a custom collision system. I´m thinking in add someone to this project, as i´m getting tired to work alone, there is too much things to do yet. If someone is interested, please PM me.

Just to complement, the reason that I plan to use the same system to all this type of cars is that its fully customizable, as I feed it with different cars parameters, I get a new behaviour. So it will fit any car.

And its not only this : the suspension really works as a car suspension. It has coils, dumpers and works as a real suspension would. I dont fix the car to the ground using a c_trace, the car is really kept in the ground by its own suspension.

Last edited by Carloos; 02/05/07 16:55.
Re: Formula Cars - Reworked [Re: Carloos] #110790
02/05/07 17:32
02/05/07 17:32
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Portugal
Yeah, i saw your old project videos / screenshots and it looked very promising.
I must say i really like your new concept with indoor, outdoor and formula project, and the new screenshots looks very good indeed.
However, this seems to be a huge project and very demanding. I wonder how the physics works since you are not using Newton or the PE. What about a little demo?

Well, keep doing the good work and i hope you will find the good way to finish your project.
Um abraço!

Re: Formula Cars - Reworked [Re: demiGod] #110791
02/05/07 17:51
02/05/07 17:51
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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Posts: 514
Brazil
Obrigado, demiGod.

Yes, its really a big demmand. I want to release it in modules, thats why I think its possible, and will take time, yes.

I raced karts for real during 6 years and I know how you feel inside a race car. All I try to do is translate that feeling to my games.

I just understand that is really very very difficult to achieve a realistic racing car simulation under newton or ODE, so I just decided to do it by myself.

To make all the physics, I readed tons of tutorials in the net, and absorbed something here, something there. I also catch myself making experiences with my son toy cars, pushing them with rubber bands to measure how a car behaves... that was funny... but my wife thinks i´m crazy

By now, the complete physics formula is fairly comples, taking not less then 3000 lines of c-script ( only the car behaviour ), and is completely modular.

In the first step, all the measures are taken : distance from the ground of tyres, suspension state, car body vertical velocity, centripetal forces, longitudinal forces, mechanical data.

after all the measures are done, a dummy is placed vertically, in the new car position after a simulation step.

Then I have a new measurement, to achieve all transformations after the physic step, and everything is put in its correct place : suspension arms, tyres, car parts.

I´m having some problems with centripetal forces calculations, but i´m getting close to a final solution.

My main problem now is collision with the environment, I tryed some approachs but without success, will begin it again.

I have some videos at youtube, under indiegamesdude username, that show some of this work.

Re: Formula Cars - Reworked [Re: Carloos] #110792
02/05/07 18:17
02/05/07 18:17
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Yeah, some news. Great!
May I ask which modeller did you use for the levels? It looks like that you don´t use terrain.


no science involved
Re: Formula Cars - Reworked [Re: fogman] #110793
02/05/07 18:19
02/05/07 18:19
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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Posts: 514
Brazil

I dont use terrain at all.

Everything is MAx / MED modelled.

Re: Formula Cars - Reworked [Re: Carloos] #110794
02/05/07 18:24
02/05/07 18:24
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
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demiGod  Offline
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Joined: Mar 2006
Posts: 752
Portugal
Hey it seems you had a complex work around the physics car behaviour. Sometime ago i tried to make a soccer type ball physics behaviour from scratch, but unfortanly i didnt make it. Its a very complex task and my physics knowledge dont help much.
About your collision with environment problem, if i understood well the problem shell be the physics that controls the collision with environment, isnt it?
And not the collision system / hull i believe, because if you use c_move you will not have problems on that matter i think.

Re: Formula Cars - Reworked [Re: demiGod] #110795
02/05/07 18:29
02/05/07 18:29
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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Joined: Mar 2005
Posts: 514
Brazil
Exactly, demiGod.

I dont use c_move, because the results would be unrealistic. In fact, I make all the calculations of the movement, where it should be, if there is something that blocks that movement, and if there is, I make the math to calc where it will be after the collision.

I will only consider the script perfect when the car collide with a wall and bounce without using any c-move at all.

Also, the tyres, suspension, wings, driver, panel instruments and some more car parts are separeted entities, and must move / accept impact / react / damage as the car body.

Last edited by Carloos; 02/05/07 18:30.
Re: Formula Cars - Reworked [Re: Carloos] #110796
02/05/07 18:59
02/05/07 18:59
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Berlin
is the car drifting on the first screen shot?


:L
Re: Formula Cars - Reworked [Re: EX Citer] #110797
02/05/07 19:10
02/05/07 19:10
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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Joined: Mar 2005
Posts: 514
Brazil
Yes, the car is drifting.

The tyres obbey phisical laws, so there is a maximum traction force them can apply to the ground, in a certain moment. I also covered this in my code. The angle of the tyres relative to theyr movement also contributes to slipping.

The slipping is also visual, as you can see.

This generates a lot of happenings in the code, for example, if the car is turning, it will have a spin.

Last edited by Carloos; 02/05/07 19:12.
Re: Formula Cars - Reworked [Re: Carloos] #110798
02/05/07 19:38
02/05/07 19:38
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
No joke - I think you could make money with such a perfect car behavior. Add an AI and you can sell a race template. I´ll be your first customer.


no science involved
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