Game Development Community

Latest Vehicle Changes: Feedback Wanted

by Tim Gift · in Torque Game Engine · 02/06/2003 (6:11 pm) · 23 replies

I've been checking in a few more changes over the past few days... the more useful are probably the ability to set the center of mass relative to the origin of the shape, as well as the ability to set which wheels are powered (the example buggy is now rear wheel drive).

Today I just checked in support for static & kinetic friction coefficients on the tires and I'm basically looking for feedback on all these changes. If anybody is playing with the wheeled vehicles, now is the time to speak up :)
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#21
02/07/2003 (4:30 pm)
Changed files can be found in the changelist.
#22
02/07/2003 (4:46 pm)
Thanks! I actually figured it out a few minutes ago, but this is great for future reference.
#23
02/07/2003 (11:27 pm)
I did run into a physics glitch. I ran the buggy ( slightly modified ) into where that tower by the spawn point meets the terrain. Immediately the screen froze, but the ESC menu worked and i could exit the mission. I figure that physics flipped out and launched the vehicle and the attached camera to INF out of the scene. I'll see if i can make it happen in debug, but i don't expect it to be easy to track down.

When i worked at Motorsims this along with other physics and collision bugs would happen in our games. We put a ton of assert( _finite() )s in the low level physics at the head and tail of each function and in some key math classed to help detect exactly when floating point errors would occur. We would then throw a dozen AI controlled cars in and let it run in the debugger till it crashed. We fixed a huge amount of physics bugs within a week and went from less than an hour of stability to over 48 hours.

As far as features this could really use a handbrake, probably using the same pattern as setWheelPowered(). You should also be able to set the handbrake force.
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