Vehicle WIP in Leadwerks 4.6
Here's a look at the new vehicle system that is being developed. The API has been simplified so you simply create a vehicle, add as many tires as you want, and start using it. The AddTire() command now accepts a model and the dimensions of the tire are calculated from the bounds of the mesh.
class Vehicle { int AddTire(Model* model, bool steering=false, const float spring=500.0f, const float springrelaxation = 0.1f, const float springdamping = 10.0f); void SetGas(const float accel); void SetBrakes(const float brakes); void SetSteering(const float angle); static Vehicle* Create(Entity* entity); };
A script will be provided which turns any vehicle model into a ready-to-use playable vehicle. The script searches for limb names that start with "wheel" or "tire" and turns those limbs into wheels. If they are positioned towards the front of the car, the script assumes the wheels can be turned with steering. You can also reverse the orientation of the vehicle if the model was designed backwards.
There is one big issue to solve still. When a vehicle drives on flat terrain the tires catch on the edges of the terrain triangles and the whole vehicle bounces around badly. I'm looking into how this can be solved with custom collision overrides. I do not know how long this will take, so it might or might not be ready by Christmas.
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