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Re: Car simulation using physics engine (PRO)
[Re: Rocko75]
#23393
02/20/04 21:12
02/20/04 21:12
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Joined: Aug 2002
Posts: 375 Germany
Salva
Senior Member
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Senior Member
Joined: Aug 2002
Posts: 375
Germany
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If You want to use the NewtonGameDynamics, there is a very good Car levels and the tutorial as well.  Bye Salva
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Re: Car simulation using physics engine (PRO)
[Re: Salva]
#23394
02/20/04 21:17
02/20/04 21:17
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Joined: Feb 2004
Posts: 39 Stuttgart, Germany
Rocko75
OP
Newbie
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OP
Newbie
Joined: Feb 2004
Posts: 39
Stuttgart, Germany
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Quote:
If You want to use the NewtonGameDynamics, there is a very good Car levels and the tutorial as well.
I know about this engine, but I have to use the Game Studio engine.
Or is the Newton engine the better one?
Arnim.
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Re: Car simulation using physics engine (PRO)
[Re: Rocko75]
#23395
02/20/04 21:32
02/20/04 21:32
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Joined: Aug 2002
Posts: 375 Germany
Salva
Senior Member
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Senior Member
Joined: Aug 2002
Posts: 375
Germany
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NewtonGameDynamics is a plugin for 3dGS about 30MB, You could download them at: www.physicsengine.com Greetz Salva
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Re: Car simulation using physics engine (PRO)
[Re: Salva]
#23396
02/21/04 04:47
02/21/04 04:47
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Boys, a bit of advice. The forums are RICH with discussions on this and other topics. Go to SEARCH and do a 1 year search on car physics....plan to be busy for a few hours reading what other people have said!!! This strategy is true in general; before you post a question (and I'm not flaming you, just advice  )do as extensive a search on the forums as you can. If still no answer, then post away!! Enjoy and keep us posted on your projects!!!
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Re: Car simulation using physics engine (PRO)
[Re: fastlane69]
#23397
02/21/04 07:05
02/21/04 07:05
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Joined: Sep 2003
Posts: 51
Newton
Junior Member
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Junior Member
Joined: Sep 2003
Posts: 51
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Actually there is very little in the furum about cars, there are however two working solutions(solutions being the key word here) provided with the plug-in, for some type of vehicles. I said also that I will release a working sample or a car this weekend. the demo will be simple and it will allow for some good arcade car simulation. In the Newton furum we just focus in providing practical answers to simple question. We just do what we can with the tools that we have. We try to stay away of the Quatum Cosmogical effect like this post by Fastlene69 seems to subjects Quote:
Finally, to get a bit esoteric, there is mounting evidence that while Newtons Grav law works well at our distance scales, on the scale of the Quantum or the Cosmic, then it **seems** that the traditional f= (Gm1m2)/(r*r) actually fails; new facts ursurping old laws!
!
We also try to simplify the problems rather than to make then gratuitosly complex. like this other post also by fastlaner69 subject with plenty of rhetoric, but them dismisses the problem altogether. like this other post.
Quote:
Hate to burst your bubble but making a spherical world will be challenging even without messing with these levels of maths. If the above doesn't make sense to you, you may be a bit over your head as regards a spherical environment.
Long story short, there is no quick and easy way to do this in 3DGS that I'm aware of. It can be done I think, but would require alot of coordiante transformation work and thus if you aren't comfortable with sperical, polar, and cartesian coordinate, then my advice is to "fake" the spherical world as has been suggested.
BTW. the working car script is up and working. it has not been posted because we are working tryng to fix a serius bug on the Plug-in. (yes we admit our bugs) So if you are patient you will have the demo this weekeng.
Thank Newton
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Re: Car simulation using physics engine (PRO)
[Re: Newton]
#23398
02/21/04 14:51
02/21/04 14:51
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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While there are no tutorials on car physics in 3dgs that I know of, I do know for a fact that since the introduction of the 3DGS PE, there has been a wealth of car physics discussions. Furthermore, I would bet that pre-PE there were discussions and likely some demos of car physics.
(PS: I stand by my opinion that modeling gravity for a spherical level is challenging and difficult in 3DGS...but this has nothing to do with this post so why even bring it up? Are you just peeved that Einstein ursurped Newton in that thread?  )
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Re: Car simulation using physics engine (PRO)
[Re: fastlane69]
#23399
02/23/04 08:06
02/23/04 08:06
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Joined: Sep 2003
Posts: 51
Newton
Junior Member
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Junior Member
Joined: Sep 2003
Posts: 51
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As promised last time I posted here. You can download the vehicle demo at: arcadeCar The vehicle model is by no mean realistic, but it is good enough for an arcade type of game. For more Realistic vehicle model we have to wait for version 2.0 of Newton. All the art and the majority of the script code was provided by Ventilator, I modified the script to make it works with Patch 1.5 Cars are all wheel drive, and there is no transition, gears, or sound effects. You can add those effects by adding script code to any of these three function in the file vehicle_playground.wdl function VehicleBeginEvent(vehicleConst) function VehicleEndEvent(vehicleConst) function VehicleTireEvent(vehicleConst, tyreIndex) it should be easy simple enought to add for example sound effects. Newton
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Re: Car simulation using physics engine (PRO)
[Re: Newton]
#23400
02/23/04 19:56
02/23/04 19:56
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Joined: Feb 2004
Posts: 10
Xenolith
Newbie
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Newbie
Joined: Feb 2004
Posts: 10
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Thank You!! OMG!!  :D:D
I only have one problem, my wheels are on a right angle to the car
This is what it looks like: www.zer0-x.ampedgamers.com/images/wtf.jpg
Last edited by Xenolith; 02/23/04 19:57.
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