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Thread: SibVRV Physics - Car Simulation

  1. #11

    SibVRV Physics - Car Simulation


    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 But i think many can learn from it
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  2. #12

    SibVRV Physics - Car Simulation

    Quote Originally Posted by chronozphere
    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?

  3. #13

    SibVRV Physics - Car Simulation

    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.
    If you develop an idiot proof system, the nature develops better idiots.

  4. #14

    SibVRV Physics - Car Simulation

    vgo, the next version of newton is a lot faster.

  5. #15

    SibVRV Physics - Car Simulation

    Quote Originally Posted by chronozphere

    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 But i think many can learn from it
    Well, you can learn from this, just make it work properly:
    http://www.pascalgamedevelopment.com...?p=36103#36103
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #16

    SibVRV Physics - Car Simulation

    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...?p=36103#36103
    Ah thanx... will take a look at that
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

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