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Car physics ?
Posted: Thu Feb 23, 2006 5:34 pm
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

. 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.
Posted: Thu Feb 23, 2006 9:57 pm
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
Posted: Thu Feb 23, 2006 10:03 pm
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

). I am currently thinking of some methods to implement this...
Posted: Thu Feb 23, 2006 10:19 pm
by Comtois
Posted: Thu Feb 23, 2006 10:30 pm
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]
Posted: Thu Feb 23, 2006 10:37 pm
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.
Posted: Thu Feb 23, 2006 10:51 pm
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

If I succeed, I'll post some source. See ya.
Posted: Thu Feb 23, 2006 11:14 pm
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
Posted: Thu Feb 23, 2006 11:16 pm
by Inf0Byt3
This was really usefull. I have forgotten about it. Can't wait 2 see your demo

Posted: Fri Feb 24, 2006 12:39 am
by Straker
BTW, anyone ever write a wrapper for Newton?
Posted: Fri Feb 24, 2006 1:34 am
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 ???
Posted: Fri Feb 24, 2006 8:30 am
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.
Posted: Fri Feb 24, 2006 10:43 am
by Dare2
If you're willing to spend a few $, look at
http://www.3impact.com which is reasonable overall.
Posted: Fri Feb 24, 2006 11:45 am
by Inf0Byt3
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]
Posted: Fri Feb 24, 2006 12:40 pm
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.