vehicle physics in ogre3d = ogrenewt
Uploader Comments (jaxxrr)
Top Comments
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h t t p : / / w w w . ogre3d . o r g /
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very cool. the movement looks very realistic. the high poly model and recording would easily explain the low FPS. (alot of that detail can be normal mapped, as your probably aware).
keep it up. i've just gotten into c++ now and im planning to use ogre 3d. im currently learning pointers haha. still very new to it. would be cool to get a few pointers (pun lol) of ya on how much i need to know for ogre 3d, etc.
All Comments (27)
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Keep It up man
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it looks realistic which is good
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Looks great except for the ramp at the end it looks like too much damping on the springs. Love to know what the car body weight is and the top speed.
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YOU RAN ME OVER!
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Just a guess but yeah they are probably all seperate models.
Not used newton but in ODE you can set up physics bodies and then use joints/pivots to join them together, can also add springs etc to join your wheels to your car's body
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How did you write it with ogre? Was that bmw separeted on groups? (wheels and rest)
Plz if you have a code upload it if you can :) that will be very cool for me bcs i am doing a racing game in ogre. I have a track and a small muscle car xD. Reply on my account about it ;) [f you want :D see my job haha].
BTW NICE WORK
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the release version gives much more fps then the in c++ runned version... dont know why :P
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Try to learn a lot of C++ before getting into Ogre3D. I recommend reading Thinking in C++ and C++ for Game Programmers. Otherwise, you're going to suffer a lot using ogre ^^.
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Try python-ogre which will relieve you of a lot of c++ compile errors. Learning to effectively program in C++ takes a while.
model i imported from 3d max .. check turbosquid for free models..
also it wasnt alot of code i will upload somwhere it if you really need..
jaxxrr 1 year ago