Boats
by Ken Finney · in Torque Game Engine · 09/08/2001 (10:07 am) · 15 replies
Any thoughts ?
Modified aircraft ?
Mobile statics?
Modified, modified swimmers ?
If inWater then gravity = 0 ...?
Modified aircraft ?
Mobile statics?
Modified, modified swimmers ?
If inWater then gravity = 0 ...?
About the author
#2
09/08/2001 (5:34 pm)
DOH!
#3
Does mass change anything? In reality the more mass, the more energy it takes to move/stop something. If the boat was given a high mass it would be more realistic. In real life boats don't just start and stop on a dime like other vehicles, a high mass would make it harder, it would give it a better feel.
Dark
09/08/2001 (8:46 pm)
I was thinking of making the hover height a negative number. Then give it a low density.Does mass change anything? In reality the more mass, the more energy it takes to move/stop something. If the boat was given a high mass it would be more realistic. In real life boats don't just start and stop on a dime like other vehicles, a high mass would make it harder, it would give it a better feel.
Dark
#4
09/09/2001 (5:09 am)
I heaven't checked to verify that the physics are in place, but you could also increase the viscosity of the water. That should increase the drag it exerts against the vehicle as well as anyone who goes running into the water.
#5
09/09/2001 (5:18 am)
if anyone figures out how to create a wave trail bahind a boat.... and let that influence the physics of other boats, plz let me know. This is a quit important aspect of one of my projects
#6
- Barry
09/10/2001 (8:15 am)
I'm also hoping to have boats in our project. In fact, I believe this is next in my task list. I'm guessing the biggest problem will be getting the boat to "float" realistically on really turbulent water, as I don't think the hover vehicle would account for this. Either way, I'll be happy to compare notes as my work progresses.- Barry
#7
09/10/2001 (6:56 pm)
Anyone who's used a T2 hover vehicle - does it really 'hover' - you know, like in the cartoons, bob up and down and such. If so, are these settable parameters (period, magnitude, jitter, etc ...) ?
#8
Dark
09/14/2001 (7:12 am)
Yes, it bobs up and down. I *think* the variable is floatingGravMag. I'm not sure if it's in the v12 engine though.Dark
#9
10/08/2005 (12:45 pm)
So has anyone made this script?! i realy need it....
#10
I think Ken made it.
10/08/2005 (12:47 pm)
Tim... theres a boat resource (might need some work tho)I think Ken made it.
#11
10/08/2005 (1:26 pm)
The better idea would to write a new boat class.
#12
10/12/2005 (9:55 pm)
How would u make a vechcal collide with the waves
#13
11/05/2005 (4:07 pm)
I've been working on writing a boat implementation the past few days for a project. Having gone through all of the info I could find no here none of the resources or code snippets seem to really work as a boat. I'm leaving town for a couple of days, figured I'd ask if anyone has made any strides in this regard. If not then I'm going to write a new class when I get back home.
#14
So its fully possible to do.
11/06/2005 (3:21 am)
I got a fully implemented ship class with realistic physics incl autonomous steering behaviour AI for steering, engine control and similar.So its fully possible to do.
#15
I am looking at shader 3.0 features to do some radical water in the future (concept). I'll post any
progress on that in the TSE forum.
11/06/2005 (5:22 am)
Someone needs to do a watercraft pack. Jet ski, raft, big boat etc.I am looking at shader 3.0 features to do some radical water in the future (concept). I'll post any
progress on that in the TSE forum.
Torque 3D Owner Phil Carlisle
:)
Phil.