Ywa Posted September 18, 2010 Share Posted September 18, 2010 Hi, I'm currently working on a project involving vehicles. And I noticed Leadwerks misses some important vehicle functions, while Newton 1.35 does support them. So I guess it would be just a matter of 5 minutes to add them. These are the functions Newton supports: NewtonVehicleAddTire NewtonVehicleGetFirstTireID NewtonVehicleGetNextTireID NewtonVehicleGetTireLateralSpeed NewtonVehicleGetTireLongitudinalSpeed NewtonVehicleGetTireMatrix NewtonVehicleGetTireNormalLoad NewtonVehicleGetTireOmega NewtonVehicleGetTireSteerAngle NewtonVehicleGetTireUserData NewtonVehicleRemoveTire NewtonVehicleReset NewtonVehicleSetTireCallback NewtonVehicleSetTireLongitudinalSlideCoeficient NewtonVehicleSetTireMaxLongitudinalSlideSpeed NewtonVehicleSetTireMaxSideSleepSpeed NewtonVehicleSetTireSideSleepCoeficient NewtonVehicleSetTireSteerAngle NewtonVehicleSetTireTorque NewtonVehicleTireCalculateMaxBrakeAcceleration NewtonVehicleTireIsAirBorne NewtonVehicleTireLostSideGrip NewtonVehicleTireLostTraction NewtonVehicleTireSetBrakeAcceleration Josh, I really need some of these functions. So I was wondering if you could make a new 2.40 build or make a separate release for me? Thanks in advance! - Ywa Quote Link to comment Share on other sites More sharing options...
VeTaL Posted September 19, 2010 Share Posted September 19, 2010 Not only for you: i'm also interested in this... Looking like Alessandro also interested in it. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
Alessandro Posted September 20, 2010 Share Posted September 20, 2010 Hello, I think basic vehicle is nice, but it definitively needs more functions. They are useful even to be able to create really different vehicles. Without a proper fine-tuning, we risk that every vehicle will have the same behavior of any other one. It is hard to create two different cars if one cannot manage MANY car parameters. One thing more: when a vehicle is created, I cannot find a way to change certain parameters (like suspension height). It means if I want to let the player change some car characteristics, I'm obliged to destroy then recreate the vehicle self every time! If this basic vehicle cannot be extended any more, then please implement a vehicle using Newton, or another physics engine like PhysX or Bullet. Other engines already have good vehicle implementations (e.g. 3DGS and Unity). I know them, since I used both For me, a good vehicle management is a key-feature, since my game is based on vehicles! Thank you! Quote Link to comment Share on other sites More sharing options...
Ywa Posted September 22, 2010 Author Share Posted September 22, 2010 (edited) Bump. I kinda need this. Edit: I emailed Josh about it. Edited September 22, 2010 by Ywa Quote Link to comment Share on other sites More sharing options...
BLaBZ Posted September 23, 2010 Share Posted September 23, 2010 " " Agreed, Quote = OpenGL Link to comment Share on other sites More sharing options...
VeTaL Posted September 23, 2010 Share Posted September 23, 2010 If this basic vehicle cannot be extended any more, then please implement a vehicle using Newton, or another physics engine like PhysX or Bullet. No need of PhysX or Bullet: Newton has 2 vehicles, and if they both would be implemented in LE, it would be enough: "raycast" car for simple and fast solutions and "multibody" car for more complex variants. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
kennar Posted September 24, 2010 Share Posted September 24, 2010 When time permits, please do expose these functions. It would be most appreciated. Quote Link to comment Share on other sites More sharing options...
paramecij Posted September 25, 2010 Share Posted September 25, 2010 +1 I have been patiently waiting for a more fleshed out vehicle implementation since the day I've bought the SDK, meanwhile working on my game thinking it would be implemented in some future update.. (was poking around the headers and saw the commented out functions ) .. Quote Link to comment Share on other sites More sharing options...
Ywa Posted September 25, 2010 Author Share Posted September 25, 2010 Bump.. Come on Josh. Don't ignore this thread and our e-mails. We know you're busy with LE3. But this is something a lot of people need at this moment. Quote Link to comment Share on other sites More sharing options...
Alessandro Posted September 25, 2010 Share Posted September 25, 2010 yes, I like this engine, but I think realistic vehicles are really useful, since they embrace a good part of today games! Quote Link to comment Share on other sites More sharing options...
Ywa Posted September 26, 2010 Author Share Posted September 26, 2010 There we go again. I really need some of these functions at this moment. Quote Link to comment Share on other sites More sharing options...
Ywa Posted September 27, 2010 Author Share Posted September 27, 2010 This stuff gets annoying. Josh, please reply that you actually read it and if you want to make time for this (yes/no). Quote Link to comment Share on other sites More sharing options...
Canardia Posted September 27, 2010 Share Posted September 27, 2010 I'm working on a vehicle game also, and I noticed you can have quite difference car behaviours when adjusting the wheel radius and the front/rear wheel distance. Now I got a car which gets totally instable at higher speed because its front/read wheels are quite narrow together. With a car with bigger front/rear wheel distance, it behaves very stable. One annoying thing is that the car stops when making a sharp turn, but I think I can simulate a roll-over and explosion when the steering angle gets too high. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
Josh Posted September 28, 2010 Share Posted September 28, 2010 Both the Newton vehicle implementations are not working. I implemented my own raycast technique. Newton is fantastic for rigid bodies and joints, but it doesn't seem to be developing any further. I will be investigating alternatives. Bullet is probably the best choice, although I am not completely informed enough to make that decision yet. I hope we can find something that has the precision and stability we have had with Newton joints. 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...
diedir Posted September 28, 2010 Share Posted September 28, 2010 well that is the great news ! bullet would be great ! cars need love ! thank you Josh for reconsidering physics Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Alessandro Posted September 28, 2010 Share Posted September 28, 2010 Thank you, this is a good news. Have you any plans/roadmap about it? LE 3.0? 3.5? or.... ? Quote Link to comment Share on other sites More sharing options...
kennar Posted September 28, 2010 Share Posted September 28, 2010 Thank you, this is a good news. Have you any plans/roadmap about it? LE 3.0? 3.5? or.... ? Or, LE2.5. Quote Link to comment Share on other sites More sharing options...
VeTaL Posted September 28, 2010 Share Posted September 28, 2010 Or, LE2.5. That would be nice. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
paramecij Posted September 29, 2010 Share Posted September 29, 2010 Both the Newton vehicle implementations are not working. I implemented my own raycast technique. Newton is fantastic for rigid bodies and joints, but it doesn't seem to be developing any further. I will be investigating alternatives. Bullet is probably the best choice, although I am not completely informed enough to make that decision yet. I hope we can find something that has the precision and stability we have had with Newton joints. What about Physx or Havok? (formerly from Ageia now Nvidia) A few years back I evaluated different physics middleware (bullet, tokamak, newton,..) for my engine and PhysX SDK was the best choice by far (excluding Havok) .. and isn't Havok free now? ..from http://www.havok.com/index.php?page=middleware You can freely download and develop compatibility with your middleware products, so that your end-users can easily download Havok components directly from Havok to finish their games. There will be no fee associated with this because the license fee has been covered by Intel® under a commercial agreement with Havok. You cannot redistribute the Havok libraries directly, but you may implement compatible function calls within your middleware components that rely on Havok, leaving a simple installation and recompilation step for your end-users to complete. Quote Link to comment Share on other sites More sharing options...
VeTaL Posted September 29, 2010 Share Posted September 29, 2010 with Havok Physics and Havok Animation run-time systems. Sounds good. Quote Working on LeaFAQ Link to comment Share on other sites More sharing options...
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