Game Development Community

How are the vehicle physics?

by Matthew Shapiro · in Torque Game Engine · 12/10/2002 (4:05 am) · 10 replies

How are the current wheeled vehicle physics working in torque? Namely how would they work with 2 wheeled vehicles? How hard would it be to work on vehicle physics also to improve them? thanks.

--KallDrexx

#1
12/10/2002 (6:02 am)
Have you tried the wheeled vehicle demo? I'm not sure about two wheeled vehicles but personally I think the physics are really good (much better than my old engine!)

Email me if you want to try the demo (no source code of course!) and give scripting a go.


Nick
#2
12/10/2002 (6:37 am)
WEll i have a torque license, this was the first forum I saw so I decided what the hell, the question was mainly about torque physics with 2 wheeled vehicles as I have used the racing mod.

--KallDrexx
#3
12/10/2002 (7:03 am)
I can't answer your question on 2 wheeled vehicles, but I've had problems re-creating any vehicle other than the standard buggy. I tried to produce something like a truck and I came quite close, except there were always little things that didn't work properly. For example, if I tried to make the vehicle heavier or reduce it's power it would take longer to stop with the brake key than with just using the normal friction based physics. Has anyone had success in creating other types of vehicles? Note that I didn't replace the default model with anything else.
#4
12/10/2002 (7:18 am)
For the most part the current vehicle physics are wheeled (4 or more), hover, and flying. 2 wheeled vehicles may be difficult.. But others and myself are working on them. I have started up a group to really work on vehicles in torque. You can check out the project and yahoo group.

Just to let you know where we are at currently is finishing up some tutorials for the vehicles currently in game.

I am also working with the AmFunk team to learn more about vehicles and eventually plan to create and document other types of vehicles. (helicopter, planes, boats, ect)...

So keep your eyes on TGEV (TGE-Vehicles) and hopefully we can get all vehicles going in this game.
#5
12/10/2002 (11:48 am)
Well heh I can probably help out with 2 wheeled vehicles (since I'm going to use them in my game).

--KallDRexx
#6
12/10/2002 (2:43 pm)
Mike form what I understand, the engine calculates some things form the size of the model and its bounding box that affects the speed and other factors from the model, unless you change the model and its bounding boxes you are not going to get drastically different behavior.
#7
12/10/2002 (7:00 pm)
wait how is the hovor physics? does it always jsut hover (doesn't go up or down just stays at the same altitude?

--KallDrexx
#8
12/10/2002 (7:02 pm)
Thanks Jarrod. That did occur to me, but I haven't had the chance to confirm my suspicions. Unless someone wants to donate a truck model for me? :)

Thanks
#9
12/10/2002 (10:15 pm)
Now I remember it is the inertia calculations that do some decision making based on the size of the bounding box, it looked pretty straight foward to make that something that was settable from the dataBlock instead of it relying on mucking about with the models bounding box.

there was a thread about this a while back, too bad there is really little chance of finding it with the search the way it is :(
#10
12/11/2002 (7:12 am)
Greetings!

You may find the moment of inertia thread here:

www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=7895

Be sure to read all the way through as there is a bug correction near the bottom. This change has been submitted to the TGE project manager as a bug fix, and I will turn it into a resource shortly.

- LightWave Dave