Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
1 registered members (TipmyPip), 18,449 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: a6 car bounce [Re: Olzii] #53355
08/27/05 21:53
08/27/05 21:53
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Naw, I dont think the tire complexity matters if your using ph_sphere(correct me if i'm wrong). I always thought that the physics engine applied the same sphere collision box regardless of your tires complexion. If your using ph_poly on the other hand(which I wouldn't reccomend) then yes you'd need quite rounded tires... but that is such a waste of polygons!

What you should really do is take your chassis/wheels and make them invisible. Then, create a new chassis and have it always follow the x/y/z and pan/tilt/roll of the one that is hidden. This new chassis shouldn't be enabled in the physics engine. The chassis should also have its wheels connected to it and each wheel should have a bone. Animate its wheels through the bone joints. What this will allow you to do is have the old chassis's tires at whatever size you want ect. without it being visible to the player. Provides alot of freedom in getting that "perfect" physics simulation that you want without sacrificing your chassis/wheel design(Cause tractor size tires that feel right don't neccesarly look right). You can also do scripted spinouts, flips, rollovers and suspension with this design. It's the best of both the scripting and physics worlds combined...


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: a6 car bounce [Re: William] #53356
08/29/05 01:41
08/29/05 01:41
Joined: Sep 2004
Posts: 260
UB,Mongolia
Olzii Offline OP
Member
Olzii  Offline OP
Member

Joined: Sep 2004
Posts: 260
UB,Mongolia
Thanks William,

It is very nice idea. I will try it later.


The Empire of the Mongols comprised the largest continuous land empire ever, reaching from Korea to Poland
Re: a6 car bounce [Re: Olzii] #53357
08/29/05 16:39
08/29/05 16:39
Joined: Aug 2005
Posts: 176
Latvia
HackerL Offline
Member
HackerL  Offline
Member

Joined: Aug 2005
Posts: 176
Latvia
can you give me you demo?


Now i am working on game NISSAN CHALLENGE! My home page is http://raivucis.ilva.lv
Re: a6 car bounce [Re: Helghast] #53358
08/31/05 01:02
08/31/05 01:02
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Quote:

bouncing can also be produced by bad wheel models...
if you use an 8/12 sided wheel, it bounces, best thing is a high poly (+- 1000 poly's) wheel.


The polygon count should not make any difference whatsoever if PH_SPHERE is used as collision shape. Using PH_POLY as collision shape for wheels does not have any advantages but slows things down a lot.

@William:
Excellent suggestions, I had not thought of that !!

Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1