Car physics ?

Advanced game related topics
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Car physics ?

Post by Inf0Byt3 »

Hello. I started producing my first 3d game and I gotta say that PB is the one and only tool that's suitable for this :D. Anyway, I would like to ask you if you have any idea about how car physics work... (springs, suspensions) - because i'm trying to build a car-racing game and i need to focus on this parts. Would it be hard to implement this in PB??? Any ideas or suggestions highly appreciated. Thanks.
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
Behnood
User
User
Posts: 72
Joined: Fri Apr 25, 2003 10:07 pm
Location: Australia
Contact:

Post by Behnood »

hi
i think it's beeter to start game making from simple ones. a 3d car racing can be just a little hard to begine. but if you want to do it any way, there is lot of free physics engine, just google it and you will find many of them.
by the way i didn't make any 3d game so this is just what i think.
good luck
Regards
Behnood
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

Hi. Thanks for the quick reply. I think it's a bit hard but I feel that have to try. I've seen some demos and I am astonished. BTW, Purebasic uses ODE for physics, right???
I've seen in a demo for OGRE 3d that the wheels of the car were separated from the body. So they are manipulated outside of the main mesh (no animations were used and the car was comporting like a real one :shock: ). I am currently thinking of some methods to implement this...
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
User avatar
Comtois
Addict
Addict
Posts: 1432
Joined: Tue Aug 19, 2003 11:36 am
Location: Doubs - France

Post by Comtois »

Please correct my english
http://purebasic.developpez.com/
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

Thanks Comtois. FastCar rulzzzzz!!!
[Edit]
Price of FastCar library for one game title/one platform is US$12,000
This means 12$, right :? [/Edit]
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
thefool
Always Here
Always Here
Posts: 5875
Joined: Sat Aug 30, 2003 5:58 pm
Location: Denmark

Post by thefool »

I think it means 12 thousand $. 12 000$.
However that probably means for commercial games, not freeware. Contact them for more info, as they say :)

However about car physics, to make it realistic its NOT a beginners job. there is much to take care off.
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

I think it means 12 thousand $. 12 000$.
Now that's a big problem!!!
What about PB 4.0's collision commands? I am currently making some tests and I think I got it :D If I succeed, I'll post some source. See ya.
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
Thalius
Enthusiast
Enthusiast
Posts: 711
Joined: Thu Jul 17, 2003 4:15 pm
Contact:

Post by Thalius »

yet another link to Fred's ODE Physics example.. its definitivelly doable. However i dont have an example atm ( am currently working on some basic levelengine in conjunction with some basic multiplayer server model which i want to release when finished .. and once i eradicated the worst bugs ) =)

http://www.purebasic.com/odetest3d.zip


Thalius
"In 3D there is never enough Time to do Things right,
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone! ;)"
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

This was really usefull. I have forgotten about it. Can't wait 2 see your demo 8)
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
Straker
Enthusiast
Enthusiast
Posts: 701
Joined: Wed Apr 13, 2005 10:45 pm
Location: Idaho, USA

Post by Straker »

BTW, anyone ever write a wrapper for Newton?
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

Made some tests and the results are not very promising :( . If the collision engine thinks that the wheel is a cube or a sphere, how am I gonna make it spin like a real one ???
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
DarkDragon
Addict
Addict
Posts: 2348
Joined: Mon Jun 02, 2003 9:16 am
Location: Germany
Contact:

Post by DarkDragon »

Straker wrote:BTW, anyone ever write a wrapper for Newton?
IIRC a old version of Tomahawk is now LGPL, but no version of Newton, so better start Tomahawk wrappers.
bye,
Daniel
Dare2
Moderator
Moderator
Posts: 3321
Joined: Sat Dec 27, 2003 3:55 am
Location: Great Southern Land

Post by Dare2 »

If you're willing to spend a few $, look at http://www.3impact.com which is reasonable overall.
@}--`--,-- A rose by any other name ..
Inf0Byt3
PureBasic Fanatic
PureBasic Fanatic
Posts: 2236
Joined: Fri Dec 09, 2005 12:15 pm
Location: Elbonia

Post by Inf0Byt3 »

Yes, I know 3Impact, but I was hoping at something freeware (low budget :D). I need a code that makes custom collision detection - i mean not a sphere or a cube, something with the form of the entity, or at least a cylinder for the wheels. I've seen a demo made in Ogre and C++ and it rulzzz. Notice the .col files that hold the triangles in the "Release\" directory. Now how did they do that?
http://www.fragfist.com/

[Edit]
I think we really need a wrapper for Newton :D
[/Edit]
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
Behnood
User
User
Posts: 72
Joined: Fri Apr 25, 2003 10:07 pm
Location: Australia
Contact:

Post by Behnood »

here is a complete list of commercial and free engines, also with complete specification list:
http://www.devmaster.net
i suggest you to use advance search by physics properties.
Post Reply