local/global

Posted By: Nathan

local/global - 02/20/05 10:15

If you only have one object like a car, but you set gravity and movement forces inside the cars function/action, would this count as two physics objects. or are you able to have one object, and apply as much physics to it as you want. and it only count as 1 physics object because they are both local/relative to that object.

say I set gravity outside my function/action (global), and then I set movement code inside my function/action (local), would this be two physics objects?

In other words if you apply physics locally, you can have more than one physical force, but it still counts as one object.

I'm asking because I've got commercial edition.

thanks,
Nathan
Posted By: splashmaker

Re: local/global - 02/20/05 10:20

You can apply as many forces to 1 physics object as you want. However in order to make a complete car you would have to have 5 objects, 4 wheels and body.
Posted By: Nathan

Re: local/global - 02/20/05 10:30

Thank's a lot splashmaker.
Posted By: Marco_Grubert

Re: local/global - 02/23/05 07:08

The limitation for Commercial is "1 object", not "1 force". You can add as many forces and constraints to that object as you like.
It is possible to do a car with one object but that's not as easy or realistic. Imagine a sliding box and apply forces where the wheels would be located to make it move and turn.
Posted By: ventilator

raycast car - 02/23/05 07:13

http://walaber.com/newton_wiki/index.php?title=Making_a_raycast_car

on the newton wiki someone started a tutorial for doing a raycast car (isn't complete yet). i guess something like this would work with a6 commercial too.
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