Help needed!!
Hi there... I've been visiting this site for more than a year... learned a lot thanks nehe!. I think this is my first post here... well this is my problem:
I'm working in a car simulator-racing game (in my free time...) and I'm having trouble finding examples of physical simulations, I want to make only two cars... but these cars must be affected by all physical conditions... gravity, air viscosity, wind, colision with other objects, friction, and also with its internal physical stuff... weight, suspension, traction, etc...
I'm using vectors, and I have almost all the interface implemented... but with physicall stuff, I have all these ideas in my head, but it's getting to hard for me to convert these ideas in 3D code... I need examples, or source code to study... please if someone knows some place, any link, etc.. let me know!!! thanks to everybody!.. ah.. this game will be free for download once I finish it.
bye!!
[edited by - NickHunter on June 25, 2003 12:22:01 AM]
"You take The Blue Book and the story ends. You wake in your bed and you believe whatever you want to believe. You take The Red Book and you stay in Wonderland and I show you how deep the rabbit-hole goes."
Did you already look at NeHe''s tutorial #39?
If you have money to spend, try Half Price Books or Barnes n Noble - almost any advanced 3d theory book will have that kind of thing, I''ve seen at least 6 different books on the subject.
Try Half Price Books first though, or your local public library - they''ll take your shorts at B&N!
Love means nothing to a tennis player
If you have money to spend, try Half Price Books or Barnes n Noble - almost any advanced 3d theory book will have that kind of thing, I''ve seen at least 6 different books on the subject.
Try Half Price Books first though, or your local public library - they''ll take your shorts at B&N!
Love means nothing to a tennis player
My nothing-to-write-home-about OpenGL webpage. (please pardon the popups!)
Love means nothing to a tennis player
My nothing-to-write-home-about OpenGL webpage. (please pardon the popups!)
Try those equations you learned in physics. The derived equations can be quite useful. If you are really into it you can even calculate it based on the tires friction coefient for acceleration, turning slippage, etc. I would make the car one object that adds the forces from drag, forward push from the torque of the tires, etc.
This can be quite time consuming if you want to do all that (took me a long time to implement all forces on a hover craft game i made). It would be easier to just give the car an acceleration based on its speed (acel will eventually level out). Just depends on what you like to do.
If you do it using all real physics equations let me know, that is something I’m looking to do next game I work on; I think it would be cool to shove in real cars statistics (mass, torque, tire co-efficient, etc and race around using them.
This can be quite time consuming if you want to do all that (took me a long time to implement all forces on a hover craft game i made). It would be easier to just give the car an acceleration based on its speed (acel will eventually level out). Just depends on what you like to do.
If you do it using all real physics equations let me know, that is something I’m looking to do next game I work on; I think it would be cool to shove in real cars statistics (mass, torque, tire co-efficient, etc and race around using them.
Thanks people... yes skow.. I''ve looked all tutorials. and... DalTXColtsFan I''ll tell you whenever I start making something work! thanks!
"You take The Blue Book and the story ends. You wake in your bed and you believe whatever you want to believe. You take The Red Book and you stay in Wonderland and I show you how deep the rabbit-hole goes."
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