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by Rat Carlson · in General Discussion · 01/21/2002 (7:33 pm) · 7 replies
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About the author
#2
Ok, here goes the 20 word or less answer to your question (which actually could fill a book of answer) what you need are wheeled, vehicle physics, the more you add the more realistic your vehicles will be and the more difficult it will be to code it.
You may be wondering where did they got the vehicle physics for the mods (tribes 2 vehicle mod?) well the reason is simple, vehicle physics are around if you know where to look, you will find LOTS of info about this in game developing sites like flipcode and gamedev specially in the physics forum (and it would be a good idea to add a link to one article at the resources)
Since this probably didnt help too much let me give you an idea of what you need, you need to calculate the rotation matrices and position of your vehicle taking into account the terrain height and slopes, and the forces that act on your vehicle, impulse, drag, torque (hehe), however instead of focusing you attention to the center of the vehicle, you have to concentrate on 4 points (one for each wheel) each point rotation matrix have to be individually calculated and then you have to calculate how do they affect the vehicle rotation matrix itself. (which may also need to create somekind of a suspension system so the vehicle is a bit more stable and more believable) I told you , you could write a book about this! =) however although this sounds pretty complex.. is not that much, specially if you code each force change as a method and you trigger it when needed.
Anyway the info is around on the web (on developer sites), you only need to look it up and if you are lucky you will find it in algorithms instead of just math formulas. (but math formulas is probably the way you will find it the most) math is your friend dont fear it, embrace it.
01/22/2002 (11:34 am)
Hmmm.. I dont believe that was what he was wondering..Ok, here goes the 20 word or less answer to your question (which actually could fill a book of answer) what you need are wheeled, vehicle physics, the more you add the more realistic your vehicles will be and the more difficult it will be to code it.
You may be wondering where did they got the vehicle physics for the mods (tribes 2 vehicle mod?) well the reason is simple, vehicle physics are around if you know where to look, you will find LOTS of info about this in game developing sites like flipcode and gamedev specially in the physics forum (and it would be a good idea to add a link to one article at the resources)
Since this probably didnt help too much let me give you an idea of what you need, you need to calculate the rotation matrices and position of your vehicle taking into account the terrain height and slopes, and the forces that act on your vehicle, impulse, drag, torque (hehe), however instead of focusing you attention to the center of the vehicle, you have to concentrate on 4 points (one for each wheel) each point rotation matrix have to be individually calculated and then you have to calculate how do they affect the vehicle rotation matrix itself. (which may also need to create somekind of a suspension system so the vehicle is a bit more stable and more believable) I told you , you could write a book about this! =) however although this sounds pretty complex.. is not that much, specially if you code each force change as a method and you trigger it when needed.
Anyway the info is around on the web (on developer sites), you only need to look it up and if you are lucky you will find it in algorithms instead of just math formulas. (but math formulas is probably the way you will find it the most) math is your friend dont fear it, embrace it.
#3
However the setting up the exporter you'll need to use the new exporter docs to explain that.
Phil.
01/22/2002 (12:19 pm)
I'll be posting a "vehicles done fast" tutorial sometime in the next week or so. It should cover most of what you need from a code point of view.However the setting up the exporter you'll need to use the new exporter docs to explain that.
Phil.
#4
01/22/2002 (1:34 pm)
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#5
Anthony
01/22/2002 (1:36 pm)
could anyone explain how to get a verticle jetting control, like how the shrike controls in T2? please I am so lost Anthony
#6
Anyway, all will be revealed about vehicles in vehicles done fast (if I get enough models)
Phil.
01/22/2002 (1:42 pm)
Jetting? not sure what you mean.. you mean emitting something as a contrail? or am I missing something..Anyway, all will be revealed about vehicles in vehicles done fast (if I get enough models)
Phil.
#7
Anthony
ps could somone remind me how to use the echo function
01/22/2002 (3:02 pm)
like in t2, the mouse 2 button controlled the upward and forward jetting motion, right now I can get a shrike in, (via the tut out on the net) but it only is controlled by W/A/S/D the mouse button is inoperative. . .I had reassigned the mouse button to work with the mouseJet the function but no go . . . .it has somthing to do with triggers like jumping. If you could push me in the right direction I would SOOOOO happy. Anthony
ps could somone remind me how to use the echo function
Associate Logan Foster
perPixel Studios
If I get some time I might try writing a tutorial on getting vehicles exported and into the engine. But right now this is just an idea I have and I am not really certain when I would get a chance to work on it.
Logan