Sury wrote:Are you only turning the front wheels of the enemy cars to make them turn, or partually help them with applying forces to the body ?
I'm only turning front wheels - no additional "help" or cheats are applied. Yesterday I wrote in-game AI track editor and after a few hours of setting tracks up cars finally don't stuck nowhere, nor they drive into building/walls.
The asumption was that AI-cars are exactly the same as player-ones. It's just I don't like when AI cheats so I'm trying to avoid this.
Sury wrote:I can see you got a very realistic vehicle behavior and pretty high speed race with Newton 1.3, but what the performance hit is like with 4 cars ? You using convex hulls for the vehicle chassis or just boxes ?
Performance wasn't good enough until I discovered that trick with replacing collision tree with user-mesh trick - integrating vehicles itself isn't slowing game too much. After doing this trick I switched bottlenecks and now it's not physics but renderer which is bottleneck - but I;m going to optimize it as now it's quite far from optimal. I'm using convex hulls - they are of equal to box speed because boxes are also convex hulls internally and probably divided into regions so it doesn't matter and convex hulls are more realistic.
On Athlon 850 with Radeon 9200 64bit I'm getting 15-40 fps in four-car race with shadows turned off, but most of the time its 20-30 which is good enough as I'm using fixed 24fps frame rate.
Sury wrote:The modeler seems to be doing a great job with the town and the cars as well, they look like the old "Warszawa"
Anyway, great work so far!
Thanks again
And good guess - these cars are based on Warszawa!