[gameprogrammer] Re: Raycast vehicle

  • From: Sami Näätänen <sn.ml@xxxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Tue, 21 Aug 2007 17:29:41 +0300

On Tuesday 21 August 2007, Sami Näätänen wrote:
> 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/

Sorry it was an old link, which don't have all articles of the series.

http://phors.locost7.info/contents.htm

This has the articles both in PDF and HTML.


---------------------
To unsubscribe go to http://gameprogrammer.com/mailinglist.html


Other related posts: