[gameprogrammer] Re: RES: Re: Raycast vehicle
- From: Sami Näätänen <sn.ml@xxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Wed, 22 Aug 2007 13:16:17 +0300
On Wednesday 22 August 2007, Edilson Vasconcelos de Melo Junior wrote:
> Thank you very much!! Those links are really helpful!!
> I'm not trying to reinvent the wheel, I was just making a raycast
> vehicle, and there is almost no complete information in the web. I'm
> reducing the number of rigid bodies to put as much cars as possible
> running at the same time. I have no rush. I'll do it on my time and
> make the best I can.
Well If you want to make the physics beyond the Newton you in fact has
to do some of the physics with your own code, because those are not
supported by Newton, or any of the other physics libraries. Still it is
better to use as much of the Newton as you can.
Simulating 20 cars with proper suspension etc joints shouldn't be any
problem for Newton, because you can partition the world to suit your
simulation more. So partition the tyres suspension etc for one car only
and discard all the collisions and interactivity possibilities between
different cars except the bodies of the cars. It might result in small
errors, but if you are not using F1 type open wheel cars you should be
fine.
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- References:
- [gameprogrammer] RES: Re: Raycast vehicle
- From: Edilson Vasconcelos de Melo Junior
Other related posts:
- » [gameprogrammer] RES: Re: Raycast vehicle
- » [gameprogrammer] Re: RES: Re: Raycast vehicle
- [gameprogrammer] RES: Re: Raycast vehicle
- From: Edilson Vasconcelos de Melo Junior