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Off-road race


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All the good days.

For a long time sitting and watching the development Leadwerks Engine and yet dared to make a prototype of the game.

Since I'm an artist, you'll be using Lua as I can. He felt the script car came to the conclusion that for my problem, they realized too arcade. If I understand correctly now, the geometry of the wheels does not have physical properties and turning machines, the elasticity of tire-wheel, the elasticity of the springs are calculated physics of the car.

In my case it is necessary that the machine turned on the direction of motion and acceleration of the wheels. Next, you will realize the tire pressure is responsible for the elasticity of the wheels and the third step of the elasticity of dumpers.

 

Sorry for my bad English.

characters artist

animator

environment artist

vehicles artist

vehicles script writer

 

Participated in ready game projects:

Russian http://4x4game.ru/

English http://www.1cpublishing.eu/game/4x4-hummer/overview

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:)

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"I used to be alive like you .... then I took an arrow to the head"

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It is possible to develop a vehicle using physics bodies and the hinge and slider joints in the engine API. You can add forces to the tires for the spring suspension. The default vehicle is based on raycasting, and provides stable behavior at high speeds.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I don't know. I have only gotten good results using my own implementation.

 

It's not that hard to create your own vehicle physics with the physics command set. You just needs wheels and a suspension. The suspension is important because a four-wheeled vehicle will have trouble contacting the ground at all times with all wheels, without suspension.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I was just curious, i don't know why Julio pulled the vehicle out.

 

I like your raycast implementation better than messing around with

 

trying to create my own vehicle joint, better speed with raycast car.

Win 7 64, LE 2.31, Liquid Cooled I7-960 @ 4.00GHz, 6GB DDR3 Ram @ 1600mhz, BFG GTX295, Sound Blaster X-FI.

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All the good days!

I see a mutual misunderstanding. I created a topic for public work in progress. Yes, the realization of Josh's car is very well implemented arcade sports racing and racing as karmagedon. But maoya task to implement off-road vehicle, where you can see a realistic job suspension, driving feel the car to a lower gear. An example of a car that I want to get can be seen here.

sorry did not work to put video

This development of our team that should go to Russia at the end of this year.

 

There is still a question, where you can read the full specification script? Very difficult to understand without knowing the full fozmozhnosti script.

 

I apologize for dry exposition of thought, but now is really very little free time.

characters artist

animator

environment artist

vehicles artist

vehicles script writer

 

Participated in ready game projects:

Russian http://4x4game.ru/

English http://www.1cpublishing.eu/game/4x4-hummer/overview

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You'll need a special suspension setup for that. The suspension tilts the wheels with an axle in the middle, instead of just making each wheel go up and down independently. The physics joint system can be used to make that behavior.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I to paraphrase a question.

 

In the Wiki there is a description of the API for C, C + +, BlitzMax, C #, Lua, Pascal. For example, Loads a body from a serialized physics shape file:

LoadBody

 

* C: TBody LoadBody (str path, TEntity parent = NULL)

* C + +:

o Body:: Body (const std:: string & path, const TEntity = 0)

o virtual void Body:: Load (const std:: string & path, const TEntity = 0)

* BlitzMax: LoadBody: TBody (path: String, parent: TEntity = Null)

* C #: IntPtr LoadBody (string path, IntPtr parent)

* Lua: LoadBody (path, parent)

* Pascal: function LoadBody (name: PAnsiChar; parent: THandle = 0): THandle;

 

But the description for Lua is available not everywhere. To write full game it is necessary to know description Lua for each function API a LE. Where can I find this information for Lua?

characters artist

animator

environment artist

vehicles artist

vehicles script writer

 

Participated in ready game projects:

Russian http://4x4game.ru/

English http://www.1cpublishing.eu/game/4x4-hummer/overview

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