Car physics ?
Car physics ?
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
. 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)
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
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
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
). I am currently thinking of some methods to implement this...
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
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
Please correct my english
http://purebasic.developpez.com/
http://purebasic.developpez.com/
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
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!
"
but there's always enough Time to make them *look* right."
"psssst! i steal signatures... don't tell anyone!
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DarkDragon
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If you're willing to spend a few $, look at http://www.3impact.com which is reasonable overall.
@}--`--,-- A rose by any other name ..
Yes, I know 3Impact, but I was hoping at something freeware (low budget
). 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
[/Edit]
http://www.fragfist.com/
[Edit]
I think we really need a wrapper for Newton
[/Edit]
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
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.
http://www.devmaster.net
i suggest you to use advance search by physics properties.



