Car physics ?
Borrowed from Fred's ODE Code:
So Fred's on it .. for example with a capsule you will be able to do your wheels easly.
Currently if you want to fiddle out something id focus on the rest like the cars Body, movement, scenery and so on ( lots to trick about..
) . Otherwise do it yourself you could probably use some hack inbetween frames aswell with a spherebody and limit its movements per frame ( hacky .. but i could imagine it could work ).
EntityPhysicBody():
About Walaber:
As you can see here theres a Wrapper for DBPro:
http://walaber.com/?action=showall&type=library
i could imagine if somone would want to port / write a wrapper for PB it would be usable, tho dunno what Fred's planning to implement later on yet.
As for storing Triangles in an external File ( if you want to fiddle out some yourself ). Comtois posted some nifty lil code he wrote along with an OGRE xml converter.
See here:
viewtopic.php?t=17978
Cheers,
Thalius
Code: Select all
; Box body is a bounding box body (more will come like sphere and capsule)
Currently if you want to fiddle out something id focus on the rest like the cars Body, movement, scenery and so on ( lots to trick about..
EntityPhysicBody():
Code: Select all
EntityPhysicBody(#Entity, #PB_EntityBodytype)
Bodytypes:
#PB_Entity_StaticBody
Static body is trimesh based, so very precise
Note:
As far as i gathered static Body's are copyd in the static register where they remain in place. Due this not every vertex of all with the static colliding objects has to be compared each collision. This type is ideal for Scenery and Levelobjects that remain in place and where most precise calculations are needed. It seems this functions make use of the OGRE's internal Octree based Scenery system as even with complex models you get high fps rates.
#PB_Entity_BoxBody
Box body is a bounding box body
#PB_Entity_SphereBody
Sphere body is a sphere based body
About Walaber:
As you can see here theres a Wrapper for DBPro:
http://walaber.com/?action=showall&type=library
i could imagine if somone would want to port / write a wrapper for PB it would be usable, tho dunno what Fred's planning to implement later on yet.
As for storing Triangles in an external File ( if you want to fiddle out some yourself ). Comtois posted some nifty lil code he wrote along with an OGRE xml converter.
See here:
viewtopic.php?t=17978
Cheers,
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!
Thalius, thanks for this very usefull information.

I hope Fred will release the capsule part in the next beta or the final version of PB4.0.
On the other hand, I could use Comtois's code to store the wheel's triangles, but how to make them collide with the ground plane??
Now that's cool. With this, the engine is 90% complete (at least i think so)(more will come like sphere and capsule)
I thought at this, but i don't know how to limit it's moves on an axis.you could probably use some hack inbetween frames aswell with a spherebody and limit its movements per frame ( hacky .. but i could imagine it could work )
On the other hand, I could use Comtois's code to store the wheel's triangles, but how to make them collide with the ground plane??
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
I am now creating a wrapper for Newton. I'll post it here (if i ever) finish it.
Btw, I could use some help on making/translating some demos when the wrapper is done (my c++/DB knowledge is allmost 0)
Anybody wants to join?
RESOLVED!!!!
I get this error when trying to build:
viewtopic.php?t=19811
Btw, I could use some help on making/translating some demos when the wrapper is done (my c++/DB knowledge is allmost 0)
RESOLVED!!!!
I get this error when trying to build:
viewtopic.php?t=19811
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
-
dontmailme
- Enthusiast

- Posts: 537
- Joined: Wed Oct 29, 2003 10:35 am
I was a bit dissapointed that Joints were not included in the OGRE/ODE update for PB4.
However I wanted to start playing with Physics in PB so had a look at all the wrappers available for other languages.
There is a great wrapper here http://www.lcuriel.arrakis.es/kode/index.htm
It includes a physics editor and:-
System Based on Entities
- Each Entity can have: Body, Geoms, Meshes, Joints, TriMesh
- All Ode Joints are supported (Contact Used during CallBack)
- All Ode Geoms are supported (Non Capped Cylinder via contrib)
- Can Import Meshes (So it is a World Editor too!)
- Full Support for TriMeshes
- Customizable ODE Params (steps, contacts, etc...)
- Direct Export to B3D code (Using own ODE Wrapper, i think that B+ is supported too)
- Direct Export to C++ Code (the Ode Part)
- More Support to Export if Asked.
- Suport for Hierarchy Models (must link in the Editor)
- RagDolls and Vehicles in the example library included.
- Online Library with free physics worlds for free!
- Exporter And Importer for XODE (XML - ODE format 1.0r23)
It costs 14,95 Euros and is worth every penny if you are interested in Physics and cannot wait until this functionality is in PB!
Try out the demo, all I had to do was convert the decls file to a PB include file with prototypes (can supply if u are interested!) and then change some of the Blitz code into purebasic code.
I currently have a nice Jeep which is drivable around the track in Fred's Circuit demo, which rocks!
I'll post a pic when I can, but none of the capture utilities can get a screenie for some reason, I'll have to write some code!
Oh, and if enough PB users buy this wrapper then Kurix might change the editor to output PureBasic code as well
However I wanted to start playing with Physics in PB so had a look at all the wrappers available for other languages.
There is a great wrapper here http://www.lcuriel.arrakis.es/kode/index.htm
It includes a physics editor and:-
System Based on Entities
- Each Entity can have: Body, Geoms, Meshes, Joints, TriMesh
- All Ode Joints are supported (Contact Used during CallBack)
- All Ode Geoms are supported (Non Capped Cylinder via contrib)
- Can Import Meshes (So it is a World Editor too!)
- Full Support for TriMeshes
- Customizable ODE Params (steps, contacts, etc...)
- Direct Export to B3D code (Using own ODE Wrapper, i think that B+ is supported too)
- Direct Export to C++ Code (the Ode Part)
- More Support to Export if Asked.
- Suport for Hierarchy Models (must link in the Editor)
- RagDolls and Vehicles in the example library included.
- Online Library with free physics worlds for free!
- Exporter And Importer for XODE (XML - ODE format 1.0r23)
It costs 14,95 Euros and is worth every penny if you are interested in Physics and cannot wait until this functionality is in PB!
Try out the demo, all I had to do was convert the decls file to a PB include file with prototypes (can supply if u are interested!) and then change some of the Blitz code into purebasic code.
I currently have a nice Jeep which is drivable around the track in Fred's Circuit demo, which rocks!
I'll post a pic when I can, but none of the capture utilities can get a screenie for some reason, I'll have to write some code!
Oh, and if enough PB users buy this wrapper then Kurix might change the editor to output PureBasic code as well
Paid up PB User !
WOW, that's great. I am a bit dissapointed too. I 've downloaded ODE and looked at the functions and PB covers just a few ...
BTW, if tou need any help, I could create a wrapper for ODE in no-time
Thanks!
That would be awesome. Can you send me the source please? This would help me a lot...an supply if u are interested!
BTW, if tou need any help, I could create a wrapper for ODE in no-time
Thanks!
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
-
dontmailme
- Enthusiast

- Posts: 537
- Joined: Wed Oct 29, 2003 10:35 am
That would be cool. I hope he'll release it soon
I tried to trick the sphere geometry collision, but no result
. So i guess I'll have to wait until dontmailme shows us some action!!! (and of course until I finish the ODE wrapper
).
I tried to trick the sphere geometry collision, but no result
None are more hopelessly enslaved than those who falsely believe they are free. (Goethe)
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DarkDragon
- Addict

- Posts: 2348
- Joined: Mon Jun 02, 2003 9:16 am
- Location: Germany
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