Newton Raycast Vehicle.

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Re: Newton Raycast Vehicle.

Postby Dave Gravel » Thu Dec 11, 2008 12:50 pm

Rotate ? you talk about the steer ?
Or you talk about rotate the chassis vehicle at the creation ?
It depending more from what and how you create your vehicle.
Here I use my default 3d newton object like a base, on this way my vehicle have already a matrix and rotation function.
When I rotate the vehicle chassis the tire follow and rotate too, like it is suposed...

I don't have try with the raycast to rotate the vehicle when the physics is enable but it is surely simple too.
Maybe you can explain more what you need to know.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Re: Newton Raycast Vehicle.

Postby TheoLogic » Thu Dec 11, 2008 3:00 pm

Well, I changed the idea a bit to work.
I needed to add a force towards the ground, or the vehicle would flip all around. Maybe you have a better way to do this, because the jumps now are very inrealistic.
Have you also a good way to implement handbrakes?

Thx for the help!
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Re: Newton Raycast Vehicle.

Postby Dave Gravel » Thu Dec 11, 2008 7:05 pm

No I don't have more idea, normally a raycast vehicle is extremly configurable from many way.
Many thing can make it behav differently, It depending a lot from the project where it is use.
Just one thing if you do it for a special project maybe your better to wait again.
The way that I use is not really the best and the vehicle raycast from newton is in contruction,
and many thing can change from what you have now.

I have make this demo because for me coding is only a pass time,
And if the vehicle method change it's not so important because I use this way only in a demo.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Re: Newton Raycast Vehicle.

Postby Dave Gravel » Thu Dec 11, 2008 9:06 pm

I have write a personal little simple raycast vehicle.
It's not complet like the newton one and it don't use shape for tire but the result is not so bad.
I can post the code soon, it's very simple to implement and you can make a really custom vehicle.

If your interested by it, I back later to post the demo and code here.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Re: Newton Raycast Vehicle.

Postby TheoLogic » Fri Dec 12, 2008 3:41 am

I'm using leadwerks and getting closer every time. I'll probably post the way to go once t's done.

Thx anyways!
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Re: Newton Raycast Vehicle.

Postby Dave Gravel » Fri Dec 12, 2008 4:36 am

Good, but I don't think the 3d engine name in use can change the vehicle behaving simulation.
It depending more from you, and the implementation.

I post the code here anyway when I come ready to make it public,
It can help other users to write a totally custom raycast vehicle.
If this post coming so old or deleted, you can find it later on my website.
Good luck with your project, when you get something ready just to show a video or demo.
It's all times cool to see a vehicle simulation, it's one of my passion.
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
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http://orionx3d.googlepages.com/
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Re: Newton Raycast Vehicle.

Postby TheoLogic » Tue Dec 23, 2008 8:30 am

Hello k00m, I hope verything is working out fine.
Have a question. How do you add grip to your tires so they don't spin out of control too easely?

Cheers
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