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Re: Car racing - Physics [Re: HeelX] #382268
09/06/11 18:48
09/06/11 18:48
Joined: May 2009
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3run Offline
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I didn't try to make turret, just that simple steering behavior. I think turret isn't physical object, I think it's just attached passable model (or probably part of the model, which turning via bones).


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Re: Car racing - Physics [Re: HeelX] #382282
09/06/11 20:00
09/06/11 20:00
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Carloos  Offline OP
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HeelX

In the case of this kart racing sim, tell me one thing...

How do you managed to get collision against, for example, fences, and other karts ? how did you get whit what you collided, the angle of the collision, and the reaction that the kart shoud have according to that situation ?

This was where I got stuck.

Re: Car racing - Physics [Re: Carloos] #382289
09/06/11 21:52
09/06/11 21:52
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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you can combine the advantages of both. most racing games do it this way.

use a physics body for the car chassis. it will handle collisions nicely.

use ray casting for the wheels and do your own wheel physics. there is a famous formula for wheel physics but i forgot its name. laugh it should be easy to find with google though.

edit: http://en.wikipedia.org/wiki/Hans_B._Pacejka

(you can't simulate extremely fast spinning wheels with rigid bodies since the frequency of the simulation limits the possible rotational speed.)

Re: Car racing - Physics [Re: ventilator] #382294
09/06/11 22:27
09/06/11 22:27
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Ventilator !

So nice to "hear" something from you, I admire a lot your work.

if you say "use a physics body for the car chassis. it will handle collisions nicelly" I will ask you..

When I worked with newton, bodies physical controlled couldn´t be moved by, for example, c_move. I had to disable the physical entity, move it, then reenable the entity again to newton.

If I could only calculate the physics and let the engine ( PhyxS or even Newton ) manage the collisions, I think then I will have a chance.

One more thing... how would you analise PhysX compared to Newton nowadays ? I see you were working on a new Newton wrapper, is it already usable for vehicles ?

Thakyou a lot for your reply, and sorry if my questions look too noobish. ( in fact I think they really are )



Last edited by Carloos; 09/06/11 22:33.
Re: Car racing - Physics [Re: Carloos] #382321
09/07/11 07:45
09/07/11 07:45
Joined: May 2002
Posts: 7,441
ventilator Offline
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physx is mostly about marketing. it's not a better physics engine than newton or bullet.

you have to move the physics body with the forces that you calculate for your wheels.

Re: Car racing - Physics [Re: ventilator] #382344
09/07/11 12:41
09/07/11 12:41
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Carloos Offline OP
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Originally Posted By: ventilator
physx is mostly about marketing. it's not a better physics engine than newton or bullet.

That´s what I´m thinking of it by now. Yesterday I managed to assemble a car on it, and it feels worst then my old kart game with the old Newton... i´m really scared.

Originally Posted By: ventilator

you have to move the physics body with the forces that you calculate for your wheels.

I understand, but its too vague. Is somewhere an example of how is it possible to do ?

Another thing that I noticed ( maybe it´s only me ) is that looks like the rotational "pivot" center of the car, is in the exact middle of the chassis. ( where my 0,0,0 is ) what makes the car turn horribly.

I will try to change this to the exct center of the rear axis, to see if it gets better.

Edit : Yes, it makes it looks much better...

Is already possible to use the latest newton in A8 to make a car ? And sorry for ask, but, wich one is the latest Newton wrapper download ? I readed some posts about it, but I´m too losted to get a clue of how it is by now.

Thankyou again.



Last edited by Carloos; 09/07/11 12:46.
Re: Car racing - Physics [Re: Carloos] #382375
09/07/11 17:16
09/07/11 17:16
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3run Offline
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About fake physics which you've made with 'c_move' dude, you should make adjusting tilt and roll to slopes a bit smoother.


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Re: Car racing - Physics [Re: 3run] #382378
09/07/11 17:27
09/07/11 17:27
Joined: May 2002
Posts: 7,441
ventilator Offline
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i don't know where you can download the latest newton wrapper. it didn't get done by me but someone else and i don't use gamestudio much at the moment...

there are examples for raycast cars for both, newton and bullet. not gamestudio specific examples but it should be possible to figure out how it works. you could also look into games like supertuxkart (it uses bullet).

Re: Car racing - Physics [Re: ventilator] #382533
09/09/11 04:21
09/09/11 04:21
Joined: Mar 2005
Posts: 514
Brazil
Carloos Offline OP
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Hi all.

Ventilator : I found the wrapper, but when I tested the car sample, the car fall across the ground. Will check it to see how it works.

I´m really interested in the idea you gave, using physics to collisions and raycast and made the physics calculations by myself. If I can move the car only with code and use physics take care of all collisions, would be a dream coming true.

Using PhysX, I got how to assemble the car and make it move reasonably.

To help a lil bit, I placed a Panel to help set some physic aspects, and I´m thinkng in improve it with all the values needed :



I dont liked too much the behaviour, and it was a pain to set physics values to achieve something at least aceptable.

This is what I got by now :

Youtube video of my PhisX car

Cya.



Last edited by Carloos; 09/09/11 04:22.
Re: Car racing - Physics [Re: Carloos] #382561
09/09/11 13:15
09/09/11 13:15
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3run Offline
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It doesn't really looks realistic.


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