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Another question about car simulation #23998
03/04/04 00:52
03/04/04 00:52
Joined: Feb 2003
Posts: 20
mltdesp Offline OP
Newbie
mltdesp  Offline OP
Newbie

Joined: Feb 2003
Posts: 20
Hi

I've got another question about car simulation using a physics engine (GameStudio's or Newton, it doesn't matter).

How it could be a good car simulation using manual gears? Can you help me with that?

Re: Another question about car simulation [Re: mltdesp] #23999
03/05/04 10:30
03/05/04 10:30
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline
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vrkaya  Offline
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V

Joined: Sep 2000
Posts: 300
Ohio, USA
I added some code to the arcadeCar demo for the Newton Game Physics. Ventilator made the demo.

You basically have to adjust torque and max_speed - at least that's what I did to facilitate "tap brakes", "regular brakes" and more realistic acceleraton features. Take a look at it from the link below - it may answer some of your question. Funny, but I was just thinking today of doing something similar and making an Indy car model. If you code it, I would try something like using a keypress to simulate gears, and for each gear establish a minimum/maximum torque and a speed range.

The code I changed is pasted in the thread:

car physics thread

Regards, Ron


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