Raycast Car

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Raycast Car

Postby Tazack » Wed Aug 04, 2010 10:48 am

Hi Julio,

In version 2.22 you said :"raycast car is commented out because it is being reworked", did you finished it ? or do you plan it for future version ?
Because I didn't see change in next versions, and I still have problems of lack of grip with my cars like describe by PJani and Sash in viewtopic.php?f=9&t=5638&start=45

Thx for your work !
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Re: Raycast Car

Postby Julio Jerez » Wed Aug 04, 2010 11:14 am

Yes the plan is on,
I am working on an editor so that I can make editing and modeling easier with Newton, it is too difficult to work as it is now.
I am close to get the Editor to the point where I can add physics now, but i have to fix some bugs and add soem more besic funtionality first.

but yet the Ray cast Car will be the very first joint I will add to the editor when it is in working state.
That way Vehicles and other constraction will be loaded by end client by reading the data from a database, radther than debuging code to see how it works.

I am tring to move Newton from Precedural physics modeling to visual physics modeling.
Version 2.23 and 2.24 wher released because they fix some critical Bugs for some people who really need them fixed.
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Re: Raycast Car

Postby Sash » Fri Aug 06, 2010 5:44 pm

Julio Jerez wrote:but yet the Ray cast Car will be the very first joint I will add to the editor when it is in working state.
That way Vehicles and other constraction will be loaded by end client by reading the data from a database, radther than debuging code to see how it works.
I am tring to move Newton from Precedural physics modeling to visual physics modeling.


Very good to know that :)
But after Car Joint will be refactored, will it be possible to configure it by old-style-procedural way ?
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Re: Raycast Car

Postby Julio Jerez » Fri Aug 06, 2010 5:59 pm

Oh yes, everythong will have matching code.
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