[gameprogrammer] Re: Raycast vehicle
- From: Sami Näätänen <sn.ml@xxxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Tue, 21 Aug 2007 17:23:46 +0300
On Tuesday 21 August 2007, Edilson Vasconcelos de Melo Junior wrote:
> Hi,
>
>
>
> I'm making a raycast car for my racing game. Well I didn't thought it
> would be so much work, but it worth, because I want 20 cars racing at
> the same time.
>
> For the racing car, I'm using only one rigid body (for the chassis)
> and the wheels are just meshes (so they don't collide with the
> ground, I need to calculate everything).
>
> The suspension system keeps the car floating and based on the
> position of the chassis, I draw the wheels.
>
> My problem is, so far, is the steering behavior: How do I calculate
> the forces to make the car turns? I use Newton as my physics lib.
>
>
>
> Thanks,
>
> Dirso.
Why don't you let newton do that for you?
Just build all the needed joints and it will work.
If you really want to reinvent the wheel here is the best place for
vehicle physics that I know of.
http://www.miata.net/sport/Physics/
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- [gameprogrammer] Re: Raycast vehicle
- From: Sami Näätänen
- [gameprogrammer] Raycast vehicle
- From: Edilson Vasconcelos de Melo Junior