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Car simulation using physics engine (PRO) #23392
02/20/04 19:36
02/20/04 19:36
Joined: Feb 2004
Posts: 39
Stuttgart, Germany
Rocko75 Offline OP
Newbie
Rocko75  Offline OP
Newbie

Joined: Feb 2004
Posts: 39
Stuttgart, Germany
Hello,

i'm looking for a usefull example, how to generate a car using the physics engine. I found the code from Ventilator, but without the used level I don't really get started.

Someone knows a good tutorial, or where to find a complete level to take a look at?

Thanx,

Arnim.

Re: Car simulation using physics engine (PRO) [Re: Rocko75] #23393
02/20/04 21:12
02/20/04 21:12
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
If You want to use the NewtonGameDynamics, there is a very good Car levels
and the tutorial as well.



Bye

Salva

Re: Car simulation using physics engine (PRO) [Re: Salva] #23394
02/20/04 21:17
02/20/04 21:17
Joined: Feb 2004
Posts: 39
Stuttgart, Germany
Rocko75 Offline OP
Newbie
Rocko75  Offline OP
Newbie

Joined: Feb 2004
Posts: 39
Stuttgart, Germany
Quote:

If You want to use the NewtonGameDynamics, there is a very good Car levels and the tutorial as well.




I know about this engine, but I have to use the Game Studio engine.

Or is the Newton engine the better one?

Arnim.

Re: Car simulation using physics engine (PRO) [Re: Rocko75] #23395
02/20/04 21:32
02/20/04 21:32
Joined: Aug 2002
Posts: 375
Germany
Salva Offline
Senior Member
Salva  Offline
Senior Member

Joined: Aug 2002
Posts: 375
Germany
NewtonGameDynamics is a plugin for 3dGS about 30MB,
You could download them at:

www.physicsengine.com
Greetz
Salva

Re: Car simulation using physics engine (PRO) [Re: Salva] #23396
02/21/04 04:47
02/21/04 04:47
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
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Joined: Mar 2003
Posts: 5,377
USofA
Boys, a bit of advice.

The forums are RICH with discussions on this and other topics.

Go to SEARCH and do a 1 year search on car physics....plan to be busy for a few hours reading what other people have said!!!

This strategy is true in general; before you post a question (and I'm not flaming you, just advice )do as extensive a search on the forums as you can. If still no answer, then post away!!

Enjoy and keep us posted on your projects!!!


Re: Car simulation using physics engine (PRO) [Re: fastlane69] #23397
02/21/04 07:05
02/21/04 07:05
Joined: Sep 2003
Posts: 51
Newton Offline
Junior Member
Newton  Offline
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Joined: Sep 2003
Posts: 51
Actually there is very little in the furum about cars, there are however two working solutions(solutions being the key word here) provided with the plug-in, for some type of vehicles.
I said also that I will release a working sample or a car this weekend.
the demo will be simple and it will allow for some good arcade car simulation.

In the Newton furum we just focus in providing practical answers to simple question. We just do what we can with the tools that we have.

We try to stay away of the Quatum Cosmogical effect like this post by Fastlene69 seems to subjects

Quote:


Finally, to get a bit esoteric, there is mounting evidence that while Newtons Grav law works well at our distance scales, on the scale of the Quantum or the Cosmic, then it **seems** that the traditional f= (Gm1m2)/(r*r) actually fails; new facts ursurping old laws!



!

We also try to simplify the problems rather than to make then gratuitosly complex. like this other post also by fastlaner69 subject with plenty of rhetoric, but them dismisses the problem altogether.
like this other post.

Quote:


Hate to burst your bubble but making a spherical world will be challenging even without messing with these levels of maths. If the above doesn't make sense to you, you may be a bit over your head as regards a spherical environment.

Long story short, there is no quick and easy way to do this in 3DGS that I'm aware of. It can be done I think, but would require alot of coordiante transformation work and thus if you aren't comfortable with sperical, polar, and cartesian coordinate, then my advice is to "fake" the spherical world as has been suggested.





BTW. the working car script is up and working. it has not been posted because we are working tryng to fix a serius bug on the Plug-in. (yes we admit our bugs)
So if you are patient you will have the demo this weekeng.

Thank
Newton




Re: Car simulation using physics engine (PRO) [Re: Newton] #23398
02/21/04 14:51
02/21/04 14:51
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
While there are no tutorials on car physics in 3dgs that I know of, I do know for a fact that since the introduction of the 3DGS PE, there has been a wealth of car physics discussions. Furthermore, I would bet that pre-PE there were discussions and likely some demos of car physics.


(PS: I stand by my opinion that modeling gravity for a spherical level is challenging and difficult in 3DGS...but this has nothing to do with this post so why even bring it up? Are you just peeved that Einstein ursurped Newton in that thread? )

Re: Car simulation using physics engine (PRO) [Re: fastlane69] #23399
02/23/04 08:06
02/23/04 08:06
Joined: Sep 2003
Posts: 51
Newton Offline
Junior Member
Newton  Offline
Junior Member

Joined: Sep 2003
Posts: 51
As promised last time I posted here. You can download the vehicle demo at: arcadeCar

The vehicle model is by no mean realistic, but it is good enough for an arcade type of game. For more Realistic vehicle model we have to wait for version 2.0 of Newton.

All the art and the majority of the script code was provided by Ventilator, I modified the script to make it works with Patch 1.5

Cars are all wheel drive, and there is no transition, gears, or sound effects.
You can add those effects by adding script code to any of these three function in the file vehicle_playground.wdl

function VehicleBeginEvent(vehicleConst)
function VehicleEndEvent(vehicleConst)
function VehicleTireEvent(vehicleConst, tyreIndex)

it should be easy simple enought to add for example sound effects.

Newton


Re: Car simulation using physics engine (PRO) [Re: Newton] #23400
02/23/04 19:56
02/23/04 19:56
Joined: Feb 2004
Posts: 10
X
Xenolith Offline
Newbie
Xenolith  Offline
Newbie
X

Joined: Feb 2004
Posts: 10
Thank You!! OMG!! :D:D

I only have one problem, my wheels are on a right angle to the car
This is what it looks like: www.zer0-x.ampedgamers.com/images/wtf.jpg

Last edited by Xenolith; 02/23/04 19:57.
Re: Car simulation using physics engine (PRO) [Re: Xenolith] #23401
02/23/04 20:07
02/23/04 20:07
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
you could try to rotate the chassis by 90° in wed.

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