how do we drive?
Physics engine demo
Blitz3D Forums/Blitz3D Programming/Physics engine demo You don't (yet) after I finish finals tommorow I'm adding the full range of realworld physics interractions.
The article over on gamedev is pretty comprehensive.
I know it seems like I've produced a pathetic car sim, but this is simply showing the physics I'm working on is capable of much more then just cubes bouncing around.
The article over on gamedev is pretty comprehensive.
I know it seems like I've produced a pathetic car sim, but this is simply showing the physics I'm working on is capable of much more then just cubes bouncing around.
I liked it a lot. I did manage to pop all 4 wheels onto the roof (reverse the verlet?) after a huge drop.
Glad ya like it. The wheel inverting needs fixing, I hadnt implemented minimum constraint distances yet as this was only the second day I've been working with it.
shattered. are u going to sell access to the physics engine? or open source it?
When I'm done you will be more then willing to pay for it. All I can say for now.
BTW, it is being designed like in the middleware thread since everyone seemed to want that. *IF* you manually construct your verlet construct for any particular mesh (There will be automated verlet setup methods), it will be contained in a construct wrapper so to sapeak. So you could use the MoveConstruct(Struct%), PositionConstruct(Struct%) functions to control the entire verlet structure.
In other words, using a physics rigged entity will be no harder then a blitz entity.
I've been thinking of a way to do cylindrical collisions without any slowdown as well.. Should be a very fun week! Anticipate new demo's soonish.
In other words, using a physics rigged entity will be no harder then a blitz entity.
I've been thinking of a way to do cylindrical collisions without any slowdown as well.. Should be a very fun week! Anticipate new demo's soonish.
I believe before I integrate the vehicle physics module into this, I will add some features that game developers in general will like. Such as constraints with a breakpoint. Then this could be for doors that could be blown off their hinges, or a chandeler that drops ontop some zombies... or blasting the support cables off a platform an enemy is running accross causing him to slide into a vat of acid(woohoo!!) :).
How do you drive the thing. What are the keys??
Like I stated before that demo has no vehicular physics code. I've been writting down and plotting out the equations needed for that all day, Soon.