View Full Version : SibVRV Physics - Car Simulation
www.sibvrv.com
20-08-2007, 06:13 AM
http://sibvrv.com/images.gl/cars_demo_1.jpg http://sibvrv.com/images.gl/cars_demo_2.jpg
www.sibvrv.com
This demo is created to show full power of physics in car simulation.
You can set number of cars from 2 cars up to 1024 + 2 cars.
Coments, Ideas and Bugs reports are welcome :)
Luuk van Venrooij
20-08-2007, 08:20 AM
Very nice demo, physics look pretty good. Are you using a physics engine like Newton or ODE?
www.sibvrv.com
20-08-2007, 08:25 AM
Very nice demo, physics look pretty good. Are you using a physics engine like Newton or ODE?
Own Physics Engine :)
Every car : 2 boxes 4 balls 5 joints.
jasonf
20-08-2007, 08:37 AM
This looks amazing and the cars actually handle well..
Where did you get the car models from? they're of a very high quality.
I'd love to see some source for this and I think the community could benefit from seeing it too.
www.sibvrv.com
20-08-2007, 09:16 AM
This looks amazing and the cars actually handle well..
Where did you get the car models from? they're of a very high quality.
I'd love to see some source for this and I think the community could benefit from seeing it too.
lots of sites with free models :) but i like http://www.nfscars.net/ all models from nfs :)
JernejL
20-08-2007, 02:31 PM
so, what't the purpose of it? you going to release it as a sdk?
www.sibvrv.com
20-08-2007, 02:31 PM
jasonf, ) do you have email?
jasonf
20-08-2007, 03:17 PM
I do... PM is in the post.
chronozphere
20-08-2007, 03:38 PM
Very nicely done :wink:
I'm really interested in the source-code, since i want to make a race game (if i have enough time).
I really want to implement the physics myself (for learning purpose), but reading trough tons of articles is very time-consuming. So i could benefit from it aswell. :P
www.sibvrv.com
20-08-2007, 06:38 PM
I'm really interested in the source-code, since i want to make a race game (if i have enough time).
May be i create .dll with my physics but not now... :)
chronozphere
20-08-2007, 07:54 PM
I'm really interested in the source-code, since i want to make a race game (if i have enough time).
DLL binaries dont teach me anything about car-physics. There are allready some physics libs out there which implement this (i guess). HOW they implement it. that's my big question.
If you don't want to release the source, it's okay :wink: But i think many can learn from it :)
www.sibvrv.com
20-08-2007, 07:59 PM
There are allready some physics libs out there which implement this (i guess).
have you seen any physics libs (without hardware physics) where you can create above 100 Cars and it work normaly?
Then it's probably not very accurate. Newton seems to have the most accurate physics model, but it's also one of the slowest (if not THE slowest) library out there and in it you definitely can't spawn 100 vehicle joints and expect it to run with any decent fps.
The thing is that you can't fake the physics if you want results comparable to the real world behaviour of rigid bodies, sure you can take shortcuts to make it faster but it comes with the cost of inaccuracies.
And yes I prefer Newton over Ageia, Havok & co. :)
vgo, the next version of newton is a lot faster.
JernejL
20-08-2007, 09:27 PM
I'm really interested in the source-code, since i want to make a race game (if i have enough time).
DLL binaries dont teach me anything about car-physics. There are allready some physics libs out there which implement this (i guess). HOW they implement it. that's my big question.
If you don't want to release the source, it's okay :wink: But i think many can learn from it :)
Well, you can learn from this, just make it work properly:
http://www.pascalgamedevelopment.com/viewtopic.php?p=36103#36103
chronozphere
25-08-2007, 10:46 PM
have you seen any physics libs (without hardware physics) where you can create above 100 Cars and it work normaly?
No, i haven't looked into physics libs that much. :)
Well, you can learn from this, just make it work properly:
http://www.pascalgamedevelopment.com/viewtopic.php?p=36103#36103
Ah thanx... will take a look at that ;)
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