Hovering

Posted By: thegamedesigner

Hovering - 11/21/07 23:49

Hello, I am trying to make a hovercar.

Any ideas? I have tried adding a central thrust upwards, but this tends to vary so much I cant seem to get a system for keeping the car on anything like a even keel while it is moving, let alone turning or bumping in to things.

Anyone tried something like this? Anyone got any methods or ideas?

Thanks,
Posted By: fastlane69

Re: Hovering - 11/22/07 02:10

Try applying four thrusts just like in a "real" hover car.

Put them at the four corners and see if that doesn't help.
Posted By: zwecklos

Re: Hovering - 11/22/07 02:19

Hi thegamedesigner,
here my very first thoughts about realizing a hovercraft with ODE physics :

First of all, code a common physic movement for a dummy-vehicle that is touching the ground. Then make this dummy invisible.
Now create your hovercraft some quants above your invisible dummy-vehicle and make its position related to the x,y and z axis of your invisble dummy.
Do this once a frame.

hovercraft.x = dummy.x;
hovercraft.y = dummy.y;
hovercraft.z = dummy.z + 300 ;
hovercraft.pan = dummy.pan;
hovercraft.tilt = dummy.tilt;
hovercraft.roll = dummy.roll;

If your hovercraft also should be a physic entity, than use something like this, also once a frame:

phent_enable(hovercraft, 0);
hovercraft.x = dummy.x;
hovercraft.y = dummy.y;
hovercraft.z = dummy.z + 300 ;
hovercraft.pan = dummy.pan;
hovercraft.tilt = dummy.tilt;
hovercraft.roll = dummy.roll;
phent_enable(hovercraft, 1);

This thing could be some kind of lagy
depends on how, and how many opponents you will implement

Just an idea, dont know if its gonna help you...

cheers

zwecklos

edit: I just got an additional idea, use little bouncing on the dummy on the ground to support a better hover-feeling.

edit2: And of couse, not to much friction for a nice glide-feeling
Posted By: thegamedesigner

Re: Hovering - 11/22/07 04:41

Hello!

The first thing I tried was the four downward jets, but the problem is, that does not really create a hovercar for a video game, it makes a jump jet. It was very hard to balance the moving. Although, if the math on the correct amounts and limits of force could be done, then it would be the best "smooth" feeling.

I then tried a dozen different methods. I won't bore you, none worked.

I then, having learned a dozen ways of how not to make a hovercraft, tried something stupidly simple. I grabbed some old marble code, and made the marble invisible, then stuck a puppet hovercraft on top. I am still not sure, but it does work. I want to ask people about the feel of the system, so download a published version here.

I am going to stick two blue jets, thus seeming that when the car is level, they hover the car, when the car is leaning forward, they turn/slide the car, ect. I can also have the jets vary in size based on what they are doing, so it will look like the jets flare up when they seem to be doing more. See picture.



Tell me what you think, what you would improve if the system is good enough, or post a example of another system. I would love to see other systems!

I had one that was close to flying a helecopter (felt like the blackhawk in Battlefield2), by combining the four corner jets as in fastlane69's post, and a center jet that could be increased to control lift.


Thanks for your posts.
Posted By: zwecklos

Re: Hovering - 11/22/07 05:13

I like the feeling of the hovercraft, maybe a little bit to less friction/damping(too much gliding).
Also I would add a bit more bounce(phent_setelasticity) to your invisible marble for more hover-feeling when for example gliding over the ramp.

Overall I think its a very good start for a fun hover-craft gameplay. Keep us up-to-date, I want to see more of this project

cheers

zwecklos
Posted By: thegamedesigner

Re: Hovering - 11/22/07 06:03

Hmm, I think your right in the too much gliding part. I am just glad your first words were not "My god, how could you think you could get away with that!??!", ect, ect.

I actually turned down the bouncing because it felt like I was riding a rubber ball (which I was). What I need is squishness, so I squash down on impact a bit lower then I would normally ride. Hmm, maybe detect hitting the ground after being airborne, and then offset .z for a bit.
Posted By: fogman

Re: Hovering - 11/22/07 06:47

IŽve used a car physic for a hoovercraft and made the wheels invisible with low friction. Works quite good.
On slopes youŽll have to increase the friction.
Posted By: thegamedesigner

Re: Hovering - 11/23/07 05:38

Hello,

I have hooked up a few other things, that make the whole thing look a bit more like a hovercraft.

What do people think of the feel of the driving?

hovercraft racing
Posted By: zwecklos

Re: Hovering - 11/23/07 06:01

Realy cool!
I like the effect when the turbo energy is used up

But I still think there is too much gliding, makes it very hard to follow the road without falling down.
Of course its a practice thing, when the graphics and the overall look will be improved, the player will be willing to spend the time to get better with the controlls.
Untill then, I would make the controlls more easy to handle. There should be more possibilities to save a wrong turn, to keep the craft on the road.

Overall a nice update, keep it up and implement some opponents

cheerio

zwecklos
Posted By: thegamedesigner

Re: Hovering - 11/25/07 02:35

Hello,

Thought I would stick one last version up here before I go and work on other parts of the game for now, there will be more to the game then the racing.
I suppose future versions will go in showcase I.

Download hovercraft racing

Thanks for your advice,
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