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Formula Cars - Reworked
#110789
02/05/07 16:48
02/05/07 16:48
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Joined: Mar 2005
Posts: 514 Brazil
Carloos
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Maybe some of you already saw this project videos / screenshots, but, now i´m reworking it completely, and to avoid people from seeing very old pictures I decided to create a new thread to show the actual stage of this project. In fact, I´m planning to convert everything in my racing projects in only one big project, something like a career game, where the player begins in Indoor karting, then outdoor karting, and therefore formula and touring cars. Here are the screenshots of my Formula Cars Project :  This car already works with my racing phisics system, I dont use Newton or A6 physics at all. All the behaviour is happening by Physical ( or almost it ) laws, including the suspension, tyres and so on. Now i´m working on a custom collision system. I´m thinking in add someone to this project, as i´m getting tired to work alone, there is too much things to do yet. If someone is interested, please PM me. Just to complement, the reason that I plan to use the same system to all this type of cars is that its fully customizable, as I feed it with different cars parameters, I get a new behaviour. So it will fit any car. And its not only this : the suspension really works as a car suspension. It has coils, dumpers and works as a real suspension would. I dont fix the car to the ground using a c_trace, the car is really kept in the ground by its own suspension.
Last edited by Carloos; 02/05/07 16:55.
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Re: Formula Cars - Reworked
[Re: Carloos]
#110790
02/05/07 17:32
02/05/07 17:32
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Joined: Mar 2006
Posts: 752 Portugal
demiGod
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Yeah, i saw your old project videos / screenshots and it looked very promising. I must say i really like your new concept with indoor, outdoor and formula project, and the new screenshots looks very good indeed. However, this seems to be a huge project and very demanding. I wonder how the physics works since you are not using Newton or the PE. What about a little demo? Well, keep doing the good work and i hope you will find the good way to finish your project. Um abraço! 
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Re: Formula Cars - Reworked
[Re: demiGod]
#110791
02/05/07 17:51
02/05/07 17:51
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Joined: Mar 2005
Posts: 514 Brazil
Carloos
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Obrigado, demiGod. Yes, its really a big demmand. I want to release it in modules, thats why I think its possible, and will take time, yes. I raced karts for real during 6 years and I know how you feel inside a race car. All I try to do is translate that feeling to my games. I just understand that is really very very difficult to achieve a realistic racing car simulation under newton or ODE, so I just decided to do it by myself. To make all the physics, I readed tons of tutorials in the net, and absorbed something here, something there. I also catch myself making experiences with my son toy cars, pushing them with rubber bands to measure how a car behaves... that was funny... but my wife thinks i´m crazy  By now, the complete physics formula is fairly comples, taking not less then 3000 lines of c-script ( only the car behaviour ), and is completely modular. In the first step, all the measures are taken : distance from the ground of tyres, suspension state, car body vertical velocity, centripetal forces, longitudinal forces, mechanical data. after all the measures are done, a dummy is placed vertically, in the new car position after a simulation step. Then I have a new measurement, to achieve all transformations after the physic step, and everything is put in its correct place : suspension arms, tyres, car parts. I´m having some problems with centripetal forces calculations, but i´m getting close to a final solution. My main problem now is collision with the environment, I tryed some approachs but without success, will begin it again. I have some videos at youtube, under indiegamesdude username, that show some of this work.
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Re: Formula Cars - Reworked
[Re: Carloos]
#110792
02/05/07 18:17
02/05/07 18:17
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Yeah, some news. Great! May I ask which modeller did you use for the levels? It looks like that you don´t use terrain.
no science involved
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Re: Formula Cars - Reworked
[Re: demiGod]
#110795
02/05/07 18:29
02/05/07 18:29
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Joined: Mar 2005
Posts: 514 Brazil
Carloos
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Exactly, demiGod.
I dont use c_move, because the results would be unrealistic. In fact, I make all the calculations of the movement, where it should be, if there is something that blocks that movement, and if there is, I make the math to calc where it will be after the collision.
I will only consider the script perfect when the car collide with a wall and bounce without using any c-move at all.
Also, the tyres, suspension, wings, driver, panel instruments and some more car parts are separeted entities, and must move / accept impact / react / damage as the car body.
Last edited by Carloos; 02/05/07 18:30.
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Re: Formula Cars - Reworked
[Re: Carloos]
#110796
02/05/07 18:59
02/05/07 18:59
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
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is the car drifting on the first screen shot?
:L
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Re: Formula Cars - Reworked
[Re: EX Citer]
#110797
02/05/07 19:10
02/05/07 19:10
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Joined: Mar 2005
Posts: 514 Brazil
Carloos
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Yes, the car is drifting.
The tyres obbey phisical laws, so there is a maximum traction force them can apply to the ground, in a certain moment. I also covered this in my code. The angle of the tyres relative to theyr movement also contributes to slipping.
The slipping is also visual, as you can see.
This generates a lot of happenings in the code, for example, if the car is turning, it will have a spin.
Last edited by Carloos; 02/05/07 19:12.
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