Cool! Can you drive that tank as well?Originally Posted by Delfi
ofcourse, but you can't shoot rocket from it yet.Originally Posted by savage
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
I am looking for tallented programmers to help me translate a batch of C code into pascal for TDC, it is the newton game dynamics raycast vehicle module that i was waiting for so long time, just around 1000 lines. MSN (stdcall@volja.net) or / PM me if you'r interested.
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
ok, then i'm going to do it alone (in 2 months).
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
ok, this source code is free for all, the tdcvehicle was written by sergey / cyko74 from newton physics engine forum. i am trying to translate it to pascal, so it would work, currently it doesn't work like it should due to errors, and my code is awful, yes
here is the original library C++ code, it uses some newton's headers like vector.h and matrix.h:
http://www.gtatools.com/temp/tdcrcv.rar
this is my translated version, it looks awful, and doesn't work as it is supposed to, uses glscene:
http://www.gtatools.com/temp/rcvtestapp.rar
if you get it working - it is a very stable raycast vehicle with gearbox and differential with stable realistic suspension, you can freely use it with your projects.
if there is anything missing tell me and i will upload missing stuff (if any).
edit: i think the translation is free of errors, but my translation of some matrix / vector functions isn't, converting weird code from C to pascal makes it look even weirder, so i think it is one of following functions:
function RotateVector(v: vector; m: Tmatrix4FC): vector;
function UnrotateVector(v: vector; m: Tmatrix4FC): vector;
function TransformVector(v: vector; m: Tmatrix4FC): vector;
function dgRollMatrix(ang: single): Tmatrix4FC;
function VectorSqrAbs(v: vector): Vector;
edit: and i added something to forcetorque callback:
force:= MakeVector(0, -5000,0);
NewtonBodyAddForce(body, @force);
this shouldn't be there originally.. but without it it seems that the car doesn't obey gravity because of translation bugs..
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
Looks good!
I've added visual damage applying to the cars, so now the sprite gets deformed by the pre-drawn damage deltas, i also added a lot of misc. particle effects (like the sparks going off the wall in this case):
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
Indeed, it's looking better and better with each update
Plz, do keep it up.
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