Posted: Tue Apr 25, 2006 7:49 pm
No because I have to polish it for a game I'm working on anyway
/ME sets jerk mode ON
If you're interested in its status... Rotations are 90% ok (there is a small errror in one of my matrix conversions, oops) And collisions are fine.. Need to finish the collision depth functions and all the helper routines.
So if you know how deep a collision was, for example if it was 0.3 then you can either play a sound pretty low or play a certain sound... and if it was 2.4 then you might want to play a louder / harder sound... Just as example, this kind of helper functions are useful. Within PB you could access them from a structure as well for max speed.
One of the most important parts is not ready yet, which is the mass system. An easier way of setting up mass for bodies that is. Because by default its quite a pain to setup correctly.
And yes, OpenDE is up to the task of simulating realistic car behavior. However, are you up to the task of modeling the simulation correctly?.. This is where an editor comes handy. But then, if theres a real stable lib to work with, someone could start working on an editor.
I love games that include nice physics as part of the gameplay (although dont rely it all on the physics.. it might become boring).
Anyway you cant force ODE to do what you want, its going to behave correctly (like it would in reallife)... so for "funny physics" it might not be the ideal engine for you, you can fake them but you'll get some nasty errors as payback.
I remember reading some guys over b3d forums crying about ODE not being able to correctly simulate car behavior
Well, guess what.. they were modeling the car (modeling as in the physics) with a cube as the body and 4 spheres as the wheels..
Excuse me, how can this behave in realworld?
With no diferential, you cant expect a car to behave "correctly" in your simulation... Without the correct mass distribution you can't expect it to behave "correctly"... Etc.
/ME sets jerk mode ON
If you're interested in its status... Rotations are 90% ok (there is a small errror in one of my matrix conversions, oops) And collisions are fine.. Need to finish the collision depth functions and all the helper routines.
So if you know how deep a collision was, for example if it was 0.3 then you can either play a sound pretty low or play a certain sound... and if it was 2.4 then you might want to play a louder / harder sound... Just as example, this kind of helper functions are useful. Within PB you could access them from a structure as well for max speed.
One of the most important parts is not ready yet, which is the mass system. An easier way of setting up mass for bodies that is. Because by default its quite a pain to setup correctly.
And yes, OpenDE is up to the task of simulating realistic car behavior. However, are you up to the task of modeling the simulation correctly?.. This is where an editor comes handy. But then, if theres a real stable lib to work with, someone could start working on an editor.
I love games that include nice physics as part of the gameplay (although dont rely it all on the physics.. it might become boring).
Anyway you cant force ODE to do what you want, its going to behave correctly (like it would in reallife)... so for "funny physics" it might not be the ideal engine for you, you can fake them but you'll get some nasty errors as payback.
I remember reading some guys over b3d forums crying about ODE not being able to correctly simulate car behavior
Excuse me, how can this behave in realworld?
With no diferential, you cant expect a car to behave "correctly" in your simulation... Without the correct mass distribution you can't expect it to behave "correctly"... Etc.