Unter Posted February 22, 2010 Share Posted February 22, 2010 All the good days. For a long time sitting and watching the development Leadwerks Engine and yet dared to make a prototype of the game. Since I'm an artist, you'll be using Lua as I can. He felt the script car came to the conclusion that for my problem, they realized too arcade. If I understand correctly now, the geometry of the wheels does not have physical properties and turning machines, the elasticity of tire-wheel, the elasticity of the springs are calculated physics of the car. In my case it is necessary that the machine turned on the direction of motion and acceleration of the wheels. Next, you will realize the tire pressure is responsible for the elasticity of the wheels and the third step of the elasticity of dumpers. Sorry for my bad English. Quote characters artist animator environment artist vehicles artist vehicles script writer Participated in ready game projects: Russian http://4x4game.ru/ English http://www.1cpublishing.eu/game/4x4-hummer/overview Link to comment Share on other sites More sharing options...
Marleys Ghost Posted February 22, 2010 Share Posted February 22, 2010 Quote AMD Bulldozer FX-4 Quad Core 4100 Black Edition 2 x 4GB DDR3 1333Mhz Memory Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5 Windows 7 Home 64 bit BlitzMax 1.50 • Lua 5.1 • MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro 3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET LE 2.5/3.4 • Skyline • UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0 Marleys Ghost's YouTube Channel • Marleys Ghost's Blog "I used to be alive like you .... then I took an arrow to the head" Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 22, 2010 Share Posted February 22, 2010 I assume that you have created this since it is in showcase? Could you make a video of what you have created? Quote Link to comment Share on other sites More sharing options...
wh1sp3r Posted February 22, 2010 Share Posted February 22, 2010 i remember you from old forum so, you have new version ? .) Quote -= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=- Website: http://www.flamewarestudios.com Link to comment Share on other sites More sharing options...
Josh Posted February 23, 2010 Share Posted February 23, 2010 It is possible to develop a vehicle using physics bodies and the hinge and slider joints in the engine API. You can add forces to the tires for the spring suspension. The default vehicle is based on raycasting, and provides stable behavior at high speeds. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ZeroByte Posted February 24, 2010 Share Posted February 24, 2010 Josh, the default vehicle work's good. Will you re-implement the Newton vehicle when it's fixed ? Quote Win 7 64, LE 2.31, Liquid Cooled I7-960 @ 4.00GHz, 6GB DDR3 Ram @ 1600mhz, BFG GTX295, Sound Blaster X-FI. Link to comment Share on other sites More sharing options...
Josh Posted February 24, 2010 Share Posted February 24, 2010 I don't know. I have only gotten good results using my own implementation. It's not that hard to create your own vehicle physics with the physics command set. You just needs wheels and a suspension. The suspension is important because a four-wheeled vehicle will have trouble contacting the ground at all times with all wheels, without suspension. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ZeroByte Posted February 25, 2010 Share Posted February 25, 2010 I was just curious, i don't know why Julio pulled the vehicle out. I like your raycast implementation better than messing around with trying to create my own vehicle joint, better speed with raycast car. Quote Win 7 64, LE 2.31, Liquid Cooled I7-960 @ 4.00GHz, 6GB DDR3 Ram @ 1600mhz, BFG GTX295, Sound Blaster X-FI. Link to comment Share on other sites More sharing options...
Unter Posted February 25, 2010 Author Share Posted February 25, 2010 All the good days! I see a mutual misunderstanding. I created a topic for public work in progress. Yes, the realization of Josh's car is very well implemented arcade sports racing and racing as karmagedon. But maoya task to implement off-road vehicle, where you can see a realistic job suspension, driving feel the car to a lower gear. An example of a car that I want to get can be seen here. sorry did not work to put videoThis development of our team that should go to Russia at the end of this year. There is still a question, where you can read the full specification script? Very difficult to understand without knowing the full fozmozhnosti script. I apologize for dry exposition of thought, but now is really very little free time. Quote characters artist animator environment artist vehicles artist vehicles script writer Participated in ready game projects: Russian http://4x4game.ru/ English http://www.1cpublishing.eu/game/4x4-hummer/overview Link to comment Share on other sites More sharing options...
Josh Posted February 25, 2010 Share Posted February 25, 2010 You'll need a special suspension setup for that. The suspension tilts the wheels with an axle in the middle, instead of just making each wheel go up and down independently. The physics joint system can be used to make that behavior. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Unter Posted February 26, 2010 Author Share Posted February 26, 2010 Josh, a 'specification script' I had in mind all the functional engien.dll on the script. The question remains open. Quote characters artist animator environment artist vehicles artist vehicles script writer Participated in ready game projects: Russian http://4x4game.ru/ English http://www.1cpublishing.eu/game/4x4-hummer/overview Link to comment Share on other sites More sharing options...
Josh Posted February 26, 2010 Share Posted February 26, 2010 I don't understand your question. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Unter Posted February 26, 2010 Author Share Posted February 26, 2010 I to paraphrase a question. In the Wiki there is a description of the API for C, C + +, BlitzMax, C #, Lua, Pascal. For example, Loads a body from a serialized physics shape file: LoadBody * C: TBody LoadBody (str path, TEntity parent = NULL) * C + +: o Body:: Body (const std:: string & path, const TEntity = 0) o virtual void Body:: Load (const std:: string & path, const TEntity = 0) * BlitzMax: LoadBody: TBody (path: String, parent: TEntity = Null) * C #: IntPtr LoadBody (string path, IntPtr parent) * Lua: LoadBody (path, parent) * Pascal: function LoadBody (name: PAnsiChar; parent: THandle = 0): THandle; But the description for Lua is available not everywhere. To write full game it is necessary to know description Lua for each function API a LE. Where can I find this information for Lua? Quote characters artist animator environment artist vehicles artist vehicles script writer Participated in ready game projects: Russian http://4x4game.ru/ English http://www.1cpublishing.eu/game/4x4-hummer/overview Link to comment Share on other sites More sharing options...
macklebee Posted February 26, 2010 Share Posted February 26, 2010 basically all lua commands use the same parameters as bmax... typically almost all the commands no matter what the language use the same parameters Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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