Newton 2.0 vehicle physics

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Newton 2.0 vehicle physics

Postby TheoLogic » Wed Nov 12, 2008 4:15 am

Hi folks

We are using the leadwerks 2.0 engine, and are awaiting the new vehicle physics. Can someone give me a status update?
We need to determine a deadline, cause it's a school project. The beta is available, but does it already implements the vehicle code?

Cheers!
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Re: Newton 2.0 vehicle physics

Postby martinsm » Wed Nov 12, 2008 9:59 am

Yes, it does implements vehicle physics. There is demonstration program available in Newton 2.0 SDK which shows vehicle physics. Ask Julio new Newton version by sending him PM.
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Re: Newton 2.0 vehicle physics

Postby TheoLogic » Mon Nov 24, 2008 8:24 am

Is it possible to get an update on the vehicle physics status? Joshua Klint from leadwerks told me the bugs in the vehiclejoint are getting worked on at this moment...
We need to know, to determine the deadline for our school project, I would greatly appreciate it!

Thanks
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Re: Newton 2.0 vehicle physics

Postby Dave Gravel » Mon Nov 24, 2008 9:22 am

Personally I don't think that vehicle in 2.0 have any major bug.
I don't know where you see a bug in this, maybe you can explain more the bug's that you get.

The problem is surely related on the implementation that you have make to control the vehicle in 2.0.
I don't say the vehicle in the 2.0 don't have any bug but in general and in many situation it working very good.
The only problem that I can see, the vehicle in 2.0 is totally customizable and can need a lot more tweaking from your part that the one in the newton 1.5 version.
In general it is a lot more simple to use, but the setup depending from the engine that you use to implement it.
You need to can have a total control on the vehicle code if you like to make a custom vehicle.
Maybe the problem coming from the limitation to write your self vehicle controler, and the vehicle 2.0 is a lot more sensive too about the physics setup.
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 2.0 vehicle physics

Postby TheoLogic » Mon Nov 24, 2008 10:35 am

Joshua Klint from leadwerks posted a demoversion on the beta forum (too which I don't have access :(), where some bugs are shown.
Someone from the newton team said he had to finish the ragdoll first (which is done now) and was going to start to fix them.
That's what I heard, could be wrong!
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Re: Newton 2.0 vehicle physics

Postby Dave Gravel » Mon Nov 24, 2008 10:47 am

About the stuck wheel I really don't think that coming from newton in self.
It have more chance's to come from the implementation make for use the newton vehicle, and it is normally done from you or from the 3d engine creator.

Maybe you can try to make a vehicle controler your self from the jointLibrary.dll.
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 2.0 vehicle physics

Postby TheoLogic » Mon Nov 24, 2008 11:11 am

Could be, I contacted Joshua in this regards.
I would like to create a vehcile myself, but I don't have access to the leadwerks source for making it fully work, it would just drop trough our level... The level is made in the leadwerks sandbox.
I hope I get an update soon!
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Re: Newton 2.0 vehicle physics

Postby Dave Gravel » Mon Nov 24, 2008 11:42 am

Yes sure it's not all times simple to create stuff from a engine where the code is close,
but leadwerks is surely able to find this problem after making more tests.
He have already done a lot nice stuff.

You are a lot more limited to use the vehicle if you can't change the code, many situation can need modification in the code from the user's.
Exemple make vehicle with more that 4 wheels, or make quad steer wheels like big foot, or make broken wheels stuff like this....
On this case some modification from the user is needed, or leadwerks need to make a very big implementation to make all of this possible to use.

Remember you, the JointLibrary.dll is a open source maybe you can take a look in the code.
Here this code show how to implement a vehicle controler to control the newton vehicle in 2.0
http://evadlevarg.googlepages.com/tutor ... ehicle.zip

About the stuck wheel:
I think it depending from the way how the wheel setup is make or the way how the torque and brake is apply.
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 2.0 vehicle physics

Postby TheoLogic » Mon Nov 24, 2008 11:47 am

Thanks for that code, very well written. I think I can make an implementation of that using Leadwerks entitys... I will keep posted!
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Re: Newton 2.0 vehicle physics

Postby Dave Gravel » Mon Nov 24, 2008 11:50 am

Just to say thanks to Julio, this code is write by Julio in a older beta test.
Have good luck with your project...
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 2.0 vehicle physics

Postby Julio Jerez » Mon Nov 24, 2008 12:39 pm

I have not replied to this because I was under the impresiion that you could not make joints from the graphics engine.

Are you making a mutibody car or raycast car?
some time I can not answer people questions because either I do not undertand them, or help i out of my control.
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Re: Newton 2.0 vehicle physics

Postby TheoLogic » Mon Nov 24, 2008 1:45 pm

Leadwerks offers the possibility to create joints, but I will skip the engine on this one. I'm gonna make a multibody car, which is almost done in leadwerks, I'm only missing the tires. I'm gonna create a dummy entity and bind them to the joints, trying to get a workaround there.
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Re: Newton 2.0 vehicle physics

Postby Julio Jerez » Mon Nov 24, 2008 2:45 pm

would you cosider using the ray cast car.
I had negleted the engine for the pass two month, but I will finish the ray cast car thsi week and send teh copy to leadwerk.
I will try to make eqassy to set and tolerant to a wide set of paramenters.

I hope this is satisfatory until ther car is finish.
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Re: Newton 2.0 vehicle physics

Postby TheoLogic » Thu Nov 27, 2008 7:52 am

Julio, could you give me an update on the vehicle physics?
Thx!
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Re: Newton 2.0 vehicle physics

Postby TheoLogic » Fri Nov 28, 2008 3:33 am

... Julio?
Did you update the vehicel physics and sended it to Josh from leadwerks?
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