Car code without physics?

Posted By: CyberGhost

Car code without physics? - 07/22/15 12:52

I know it may seem pretty difficult ,but I just thought about that. It doesn't have to be of high quality. Opening the physics engine just sucks and causes me A LOT of problems ....

If anyone knows any way to code a car without using the physics engine, I'd be thankful if he guided me to it.

Greets
Posted By: EpsiloN

Re: Car code without physics? - 07/22/15 21:42

I think the AUM has examples. But, I'm not sure if it uses the physics engine...

But, even if it does, its just copy-paste to get it going laugh
Posted By: CyberGhost

Re: Car code without physics? - 07/22/15 23:27

Originally Posted By: EpsiloN
I think the AUM has examples. But, I'm not sure if it uses the physics engine...

But, even if it does, its just copy-paste to get it going laugh


Unfortunately, it also uses physics engine frown

One of the problems I get with physics is that it ruins my aiming/shooting code. I use c_trace/vec_to_screen method for aiming. Without physX, the crosshair is centered in the screen and remains like that (which is good). But with physX, the crosshair panel keeps moving and leaving the center position. Can the physics engine affect c_trace & vec_to_screen functions? I mean how come? ....
Posted By: 3run

Re: Car code without physics? - 07/23/15 09:19

Originally Posted By: CyberGhost
Unfortunately, it also uses physics engine frown
There is an example in AUM 100 made by me, and it DOES NOT use physics engine. Learn to search for stuff (I know search on this forum sucks), that's very important!

Greets
Posted By: CyberGhost

Re: Car code without physics? - 07/24/15 01:49

How to properly use your car code ? I mean you assign an action "car" to BBOX model? And what files should I include and what action should I assign to a car entity? Obviously, you create a car model in the BBOX action? It would be better if you really tell me how can I use this car code 'cause it looks pretty decent.
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