Vehicle with CustomJoint.

Share with us how are you using the powerrrr of the force

Moderator: Alain

Postby Dave Gravel » Sat Mar 29, 2008 4:46 am

I have really problem to setup my acceleration.
Anyway i'm off now, tomorrow I clean my code and I add some comments and I send it to you to see if you can make something with it from your side.

http://orionx3d.googlepages.com/Basic_CustomCar.zip

PS: the friction is too high again on the vehicle body I fix it tomorrow in same time.

Later.
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Postby Dave Gravel » Sat Mar 29, 2008 7:11 pm

Edited: Oups I don't have upload the good demo I reupload it again sorry.
The wheels joints code is based on the tractor demo code write by Julio.
Modified and integred in my system.

Here my last version and my last test.
In this version you have two vehicles exemple but it is possible to create many more models.
In this demo the vehicles is not the most good setuped I don't have take so much times to configure it better.
It is just a quick exemple to show how my implementation working.
The vehicle base is a compound objects and you can totaly create a custom vehicle in any axis and position.

http://orionx3d.googlepages.com/Basic_CustomCar3.zip

The code is present in the demo.
If Julio you need again some informations just to let's me know.
If you not need this code anymore I can edit the post and remove the code parts.
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Postby Dave Gravel » Thu Apr 03, 2008 3:31 am

Just a little demo to show the newton custom joints power.
http://orionx3d.googlepages.com/Basic_N ... tPower.zip

The demo is not 100% setuped correctly it is only a personal test but if people is interested to see the power in action. :lol:

Julio you are really The King! :shock: :D
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Postby Julio Jerez » Thu Apr 03, 2008 11:53 am

Holly molly this kick ass, all it need ot a path that the cars can follow and it is a game.
is this wit the exact solver mode?

you should make one those Grand Torino red, so that it is the duck of Hazard chasing Ino, and Bob Hope

I really like the mozzle car, it realy feels like a real heavy car.
I was able to drive the Subaru in the road a full speed, and stay in the row all time.
Very good job. I think that now we are very close to the final product, one more iteration and this will be the official Multibody car joint.
this joint is supperior in every aspect to the car joint in 1.53 while it is by far musch simpele to use, I think it will clear lot of confution some aprentices keeps getting with it.

Very well done job master K00m.

edit:
I removed the code, in your previus post because it is is work in progress that might lead to confution, and the code is in the demos anyway.
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Postby Dave Gravel » Thu Apr 03, 2008 4:38 pm

Yes good idea to have remove the other code exemple.
Yes i'm very happy with the new result.
I have make this demo late on the night and I don't have pass so much time on the subaru and truck setup.

The green vehicle is the one that I have test more, and I think the setup reacting better too with this one.
I don't have setup any speed variable all vehicle use direct torque value it is why some vehicle behav strangly.

About the solver I use the exact mode and I have make some tests with more contacts collision in same time and it is faster now with this method.
I can't say how faster but it is a very good news.

Thanks again.
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Postby Dave Gravel » Wed Apr 16, 2008 2:46 am

Here a new demo.
http://orionx3d.googlepages.com/Vehicle ... werNew.zip
I have forget to say the vehicle model coming from this website.
http://www.archib.it/modelli3d/veicoli.htm

I have try to make it behav with more real value.
Normaly this demo is suposed to work better.
Whit this torque value your suposed to can make some donut burn :D
PS: Remember you this demo is only a beta test...

This other exemple coming from a commercial application it is not in relation with newton:
I have try to make my demo behaving similar to this sim.
http://www.carsim.com/downloads/animati ... e_spin.exe
Last edited by Dave Gravel on Wed Apr 16, 2008 1:36 pm, edited 4 times in total.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Postby Julio Jerez » Wed Apr 16, 2008 8:23 am

Niiice, tale spins.
K00m is this wit the later beta, I send you?


k00m wrote:I have try to make it behaving similar to this sim.
http://www.carsim.com/downloads/animati ... e_spin.exe
PS: Remember you this demo is only a beta test...

Is theis with a phsyics engines, what simulation is that?
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Postby Dave Gravel » Wed Apr 16, 2008 10:30 am

reverse_spin.exe coming from a commercial application named CarSim.
I use it only in exemple.

I pm to you what I use to make this demo and you can see if it is ok.
It is the most light method that I have success to make in the moment.
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Postby Julio Jerez » Tue Apr 29, 2008 1:56 pm

I am taking teh liberty of position thsi demo form Master K00m
http://orionx3d.googlepages.com/Vehicle ... erNew2.zip
I think it show the poawwww of Archemedia,

If you like at the begin in the options you can replace the solver 0 but the vehicle is setuped to run with solver 1.

If you run this demo with solver 0 it can behav more strangly with fast reaction, it is because in solver 1 some setup need higher value.
I don't have finish to test all possible setup but I very like it anyway.


This demo is more like a bench, this demo have 30 vehicle + some box's.
You need to run the demo some secondes at the begin before get a stable fps.
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Postby Dave Gravel » Wed Apr 30, 2008 1:21 pm

Yes it's correct :D
I'm currently working a little bit on my track editor, if I like to have more fun later.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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