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Lite-C Physic and vehicles #176069
01/02/08 17:30
01/02/08 17:30
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Hello,

I'm successfully working with lite-c and physic (thank you Conitec for this great product!).
Now, I'm using lite-c scripting as "physics_init.c" "physic_car.c" "physic_events.c", and I used them to create an arena for the buggy. I added camera controls. I fixed some car parameters. It works great!
Now I want to use up to four cars in the same room. But the problem seems such code can be attached to only one car.
So I wanted to wrap original functions/actions/var etc... in STRUCT structures. But I even noticed it could be enough wrapping only entity* pointers.
Since I'm not a guru in A7 and lite-c, do you know if there are better ways to use "physic_....." with many cars? Do you know if Conitec is planning to create some functions to do it?

Thank you for your help!

Re: Lite-C Physic and vehicles [Re: Alessandro] #176070
01/04/08 11:28
01/04/08 11:28
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Can anybody help me or suggest me a way to follow (just some hints)?

Thank you!

Re: Lite-C Physic and vehicles [Re: Alessandro] #176071
01/13/08 21:55
01/13/08 21:55
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Since nobody gave me any help, I'm thinking nobody solved this problem, or nobody needed to use multiple vehicles.
So I started to work to lite-c physic scripts, and I'm modifying the code to use multiple vehicles.
I'm at a good point.
WHen I will finish them, I will post this new code.

I hope this will help you!

Thank you!

Re: Lite-C Physic and vehicles [Re: Alessandro] #176072
01/15/08 17:08
01/15/08 17:08
Joined: Jan 2006
Posts: 53
New Jersey, USA
J
jimc74 Offline
Junior Member
jimc74  Offline
Junior Member
J

Joined: Jan 2006
Posts: 53
New Jersey, USA
I am coming back to 3dGamstudio
from DarkBasic. I must add that the
real benefit from 3dgamestudio to me is
that I can accomplish things
much faster (even though Darkbasic
is easier and quicker for simple stuff).

Anyways,
I encountered the same problem,
and did the same things as you
did, almost. I went into
PlCar01.wld (in templates) and
modified everything for a second
vehicle (and I can even steer
the second car). I can save you
work and send it to you. Not finished
actually controlling the car too much
yet (i did tests and it is easy,
one line, the car moves!)
My email is jimowencassidy74@yahoo.com

Re: Lite-C Physic and vehicles [Re: jimc74] #176073
01/15/08 21:17
01/15/08 21:17
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Thank you!
But I'm working with Lite-C, and I almost completed the job.
Basically, it works in this way:
you can define max number of simultaneous "physic cars" in the scenario. Then you assign a code to the chassis and to the tires (skill1 -> vehicle_id).
Then you can decide the kind of vehicle using a string (sport, jeep, buggy, etc...).

That's all! The system will "assemble" every vehicle with the same ID.

I hope I will have a fully working conversion in one week or two (I'm working to create a GTA-like game as basic concept).

Re: Lite-C Physic and vehicles [Re: Alessandro] #176074
01/16/08 21:27
01/16/08 21:27
Joined: Jan 2006
Posts: 53
New Jersey, USA
J
jimc74 Offline
Junior Member
jimc74  Offline
Junior Member
J

Joined: Jan 2006
Posts: 53
New Jersey, USA
thanks also to you!
I will try that
(for my next game so
I can switch over to Lite-C)



Last edited by jimc74; 01/16/08 21:38.
Re: Lite-C Physic and vehicles [Re: jimc74] #176075
01/16/08 22:35
01/16/08 22:35
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
great! I know C-language, and I think 3dgs + lite-c is an explosive tool!
I even tried darkbasic (filled with bugs!), bayond virtual (good! but still too young and the script is not yet really complete), TV3D (I like Delphi) but its development is really slow...

3DGS is great!

Re: Lite-C Physic and vehicles [Re: Alessandro] #176076
01/22/08 10:25
01/22/08 10:25
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
Really interesting you goes to public the source code?
maybe in user contribuitions forum?

Re: Lite-C Physic and vehicles [Re: Felixsg] #176077
01/23/08 21:58
01/23/08 21:58
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
I almost completed the modification of the following files:

physic_car.c
physic_init.c
physic_events.c

Currently, there are only two "problems":

1) particle system does not work on two or more cars at the same time.
2) every car is driven using WASD.

I implemented the following features:

1) use skill1 (vehicle ID) just to define the "pieces" that compose a vehicle (example: id=1 for chassis and for tires).

2) you can create, via lite-c, as many vehicle characteristics as you want (e.g.: sport car, offroad, etc...). Then you will be able to associate a vehicle ID (see above) to a vehicle properties. It means you can quickly create different kinds of 3D cars and associate them to the same profile, and you will get the same behavior.

Can someone suggest me how to publish/store the first version of the source code, and the documentation?

Re: Lite-C Physic and vehicles [Re: Alessandro] #176078
01/24/08 22:41
01/24/08 22:41
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
I published the source code of the code in 3D Game Studio Wiki at:

http://www.coniserver.net/wiki/index.php/Car_Physics_with_many_cars

Even if the code is a beta-release (some little thing should be still fixed) it works very well.

I hope this will help you!

For any questions, please don't hesitate to contact me!

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