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Top-down Car Physics. Drifting, Collisions & Ai.


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#1 Exylex

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Posted 02 February 2010 - 05:43 PM

I haven't used Game Maker for quite a while now, and therefore it's kinda out of date. If someone is willing to share me an uptodate version for me to put on the first post, it would be apreciated... credit would ofcourse be given.

  • Title: Exylex Car Engine 2.1
  • Description: "GTA-like" vehicle physics with collisions, drifting and AI using ExtremePhysics.
  • GM Version: GM 8
  • Registered: Yes & No
  • File Type: .gmk & .exe
  • File Size: 54 kb(heavy gmk) 230 kb(small gmk) 2 mb(heavy exe)
  • File Link: 2.2 heavy GMK | 2.2 heavy executable
Additional Info:
Posted Image
Download the executable to try it without installing ExtremePhysics!

Heavy version:
The heavy version uses ExtremePhysics. You need to download, install and select the .gex or use the dll for projects using the car scripts. You'll need to import EP scripts when using the dll. While taking up more space, this version provides better car handling and collisions.
Downloads: 2.2 heavy .gmk (gm8)2.2 heavy, executable

Small version
The small version is using GM code only and is for users with GM lite. The biggest difference from heavy is collisions where hitting solid objects isn't as smooth and other collisions non-existent (car-car). This version still needs lots of work.
Downloads: 2.1 Small .gmk

Old versions:1.2 Pro [33kb]1.2 Lite [195kb]

Q&A Heavy:
Q:Unknown function or script! A: You need to have ExtremePhysics installed and selected, dll or extension.
Q:Wrong number of arguments! A: Use the latest version of ExtremePhysics
Q:Use DLL instead of extension? A: Yes, then you need to import scripts from 'ExtremePhysics.gml' and call extremephysics_init();.
Q:Unknown variable define_ep_world_create! A: Call extremephysics_init(); before using EP scripts. (DLL only)

todo:
  • Acceleration/break drift[both]
  • Smarter AI [both]
  • Gears[both]
  • .gm7 version[both]
  • Better collisions[Small]

Edited by Exylex, 13 September 2012 - 01:58 PM.

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#2 CrazyTM

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Posted 04 February 2010 - 03:22 PM

its cool.. i like the trails and the collision effects ... didnt find any bugs so far.

nice ,.. simple to understand .

this will make some new top down race games :) i can feel it
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#3 fredcobain

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Posted 04 February 2010 - 05:34 PM

Excellent! Very Nice!

I think the best we got here!

Congrats!

=)
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#4 Exylex

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Posted 04 February 2010 - 06:05 PM

Thanks CrazyTM & fredcobain. I hope someone would plan to use this in a game.
If that's the case i might spend some time fixing some things.

* Improve wall collisions
* Add vehicle - vehicle collisions
* Making it more flexible.

So a shout or two and i might improve the scripts. :)

Edited by Exylex, 04 February 2010 - 06:07 PM.

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#5 peter john

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Posted 05 February 2010 - 05:49 AM

Thats really a neat work!!.
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#6 pk_3270

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Posted 05 February 2010 - 09:55 AM

good job.... very well implemented..........
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#7 mac_joe

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Posted 05 February 2010 - 10:04 AM

very Good example for me to start off with a racing game ....Helpful..Physics are pretty good ..

Congrats ...


Thanks....
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#8 fredcobain

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Posted 05 February 2010 - 11:15 AM

Thanks CrazyTM & fredcobain. I hope someone would plan to use this in a game.
If that's the case i might spend some time fixing some things.

* Improve wall collisions
* Add vehicle - vehicle collisions
* Making it more flexible.

So a shout or two and i might improve the scripts. :)



I really believe it worth you spend some time with that.

This way you'll probably create the best engine for the category.

=)

If you want suggestions, I think it would be more funny if the handbrake makes a real "slide" behavior for the vehicle. like NFS series where you can even do the curves holding the hand-brake.

The way you implemented it just stops brutally the vehicle.

I'll will probably use your engine to start something.

Congrats again.

Fred.
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#9 js_123

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Posted 05 February 2010 - 12:38 PM

woh its a gud one......impressed with wall collisions, vehicle collisions like these
Making it more flexible and easy to play........
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#10 Exylex

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Posted 05 February 2010 - 04:51 PM

Thanks CrazyTM & fredcobain. I hope someone would plan to use this in a game.
If that's the case i might spend some time fixing some things.

* Improve wall collisions
* Add vehicle - vehicle collisions
* Making it more flexible.

So a shout or two and i might improve the scripts. :GM074:



I really believe it worth you spend some time with that.

This way you'll probably create the best engine for the category.

=)

If you want suggestions, I think it would be more funny if the handbrake makes a real "slide" behavior for the vehicle. like NFS series where you can even do the curves holding the hand-brake.

The way you implemented it just stops brutally the vehicle.

I'll will probably use your engine to start something.

Congrats again.

Fred.


Yeah, sounds good. Gonna check out some car games for the right "game" behaviour.
I've started experimenting for the perfect collision handling.
But have other things besides this that i'm working on, so it might take some time :D

Edited by Exylex, 05 February 2010 - 05:00 PM.

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#11 RamboFox

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Posted 06 February 2010 - 03:22 AM

Very nice engine you have there - but I find a few flaws with how you choose to use variables instead of GameMaker's built-in motion functions.
Interacting with other objects that use speed, and make them bounce against the car can become problematic.

Also, the steering is not responsive enough - you need to have some editable variables that allow the user to change how quickly the car steers without having to edit the scripts (not within the car object, but the scripts in the script folder)

One final thing that I'd like to point out is that the car feels like it's stuck in first gear, and is over-revving the wheels.

Apart from those minor niggles, I would like to admit that I had great fun in driving it around, and into the walls, and grin in delight as I see it deflect/turn/slide against the wall as a real car should.
Only once did I manage to break the game by going on an angle to a block, and drive half-way through it, only to slide back out of it.

Keep working on this, and it will be by far the best vehicle physics I have found on the gmc! *thumbsup*
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#12 DarkLopo

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Posted 06 February 2010 - 10:36 AM

Wow, this is brilliant!
Nice, i have motivation to make own racing game now :GM074:
5/5
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#13 Exylex

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Posted 06 February 2010 - 11:09 PM

Thanks darkLopo & RamboFox.

I usually don't use inbuilt variables becouse i feel like i lose control (0-360 wrapping, 'speed' automaticly increase speed while i want to use a x+ y+ system, image_angle not avaible for lite users and so on). However, i did as you said in the new update. ::lmao::

Nearly spent the whole day on the update... (most on a system where i had collisionchecking points all over the car, just to discover another better method the last minute :) ).

Everything is mostly rewriten. Collision system work like it should and user can easier change car attributes via the init script. :)

Thanks again for the feedback RamboFox :unsure:

Edited by Exylex, 06 February 2010 - 11:10 PM.

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#14 alexduuu

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Posted 07 February 2010 - 05:58 AM

This is the best by far, but it does need some work. For example: When I'm driving backwards and hit a wall, I accelerate :)
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#15 Exylex

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Posted 07 February 2010 - 02:03 PM

This is the best by far, but it does need some work. For example: When I'm driving backwards and hit a wall, I accelerate :unsure:

Thanks :)
New update, fixed that along with some other bugs. Added break power input. :)

Edited by Exylex, 07 February 2010 - 02:05 PM.

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#16 RamboFox

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Posted 09 February 2010 - 09:58 PM

I've checked the update, and I see you've edited the drift physics so that it has become much more drivable, and that's a great improvement (and it's wonderful to see members respond to suggestions).

Testing the collision engine this time however, it seems that it won't rotate/slide off the wall (it would stick/bump against the wall rather than rotate/slide off it).

Edited by RamboFox, 09 February 2010 - 09:58 PM.

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#17 Exylex

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Posted 09 February 2010 - 10:34 PM

Testing the collision engine this time however, it seems that it won't rotate/slide off the wall (it would stick/bump against the wall rather than rotate/slide off it).


Personal preference :o

As you probably noticed i added a link to your collision topic for extended functionality.
Haven't had so much time to play around with it to combine the two, but i'm sure anyone will
find your work perfect for a project that need better collisions then my work can offer.

:P

Edited by Exylex, 09 February 2010 - 10:57 PM.

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#18 RamboFox

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Posted 09 February 2010 - 10:44 PM

Alright, but I can tell you certain people won't be so kind when they find that they bounce against walls ;D

Yep, I wanted to code a collision system that prevents objects from getting stuck, and decided that it would be best for me to list a couple of games that seem obviously helpful if you're going to use the collision engine :P

Edited by RamboFox, 09 February 2010 - 10:44 PM.

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#19 Devilfromhost12

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Posted 09 February 2010 - 10:46 PM

Very Nice. This should help me some time.
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#20 DarkLopo

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Posted 12 February 2010 - 06:03 AM

Okay, i've worked with a racing car game (side-project) and i wasn't sure, how you increase the max speed, but the acceleration is smaller.
Sometimes it just screwed up, the brakes didn't work while changing acceleration, and sometimes it accelerate so fast, that the skid's made a broken line, and it was strange when i burned, then the skid's made a tractor's wheel shape. Well, so that's not bad actually...

I suggest you add these to it
-Gears
-Available to buy some new mechanism, like motor or brakes, it would be very cool cause i am not sure how to modify those scripts.
(Actually i tried but i screwed, like i said earlier. :))

Otherwise, still i think this is the one coolest example here :)
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#21 Exylex

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Posted 12 February 2010 - 12:49 PM

Okay, i've worked with a racing car game (side-project) and i wasn't sure, how you increase the max speed, but the acceleration is smaller.
Sometimes it just screwed up, the brakes didn't work while changing acceleration, and sometimes it accelerate so fast, that the skid's made a broken line, and it was strange when i burned, then the skid's made a tractor's wheel shape. Well, so that's not bad actually...

I suggest you add these to it
-Gears
-Available to buy some new mechanism, like motor or brakes, it would be very cool cause i am not sure how to modify those scripts.
(Actually i tried but i screwed, like i said earlier. :P)

Otherwise, still i think this is the one coolest example here :)


Seems like you are using the old scripts, try downloading the most recent ones. :)

About those suggestions. I think these features goes outside the borders of this example as this is not a racing game example.
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#22 Newly Discovered

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Posted 13 February 2010 - 11:36 PM

I don't think gears would be out of the borders...maybe out of the box by a bit because it's hardly ever been done on the GMC.

This engine is alright. Not too realistic feeling but it does provide decent drifts. Now all it needs is better collision physics (slide into a wall and smash you back end, the car should spin around, not stay stiff and bounce off).
Adding gears would be pretty simple, basically max_speeds per gear...or get technical about it and throw in some RPMs and restrict the acceleration.
I think adding the simple version would suffice though.

I turned up the speed to 7 and enlarged the room for more drifting space. I continue to hold up and a direction and it drifts forever...a non-stop star shape. the car drifts, spins around, holds its speed, and keeps looping back with a slight offset. I've made some neat patterns out of it but it's obviously a bug.

Edited by Newly Discovered, 14 February 2010 - 12:00 AM.

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#23 Exylex

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Posted 14 February 2010 - 12:56 AM

I don't think gears would be out of the borders...maybe out of the box by a bit because it's hardly ever been done on the GMC.
... ...
Adding gears would be pretty simple, basically max_speeds per gear...or get technical about it and throw in some RPMs and restrict the acceleration.
I think adding the simple version would suffice though.


Fine :P Next update i'll add a boolean that turns gears on/off in the init script.

This engine is alright. Not too realistic feeling but it does provide decent drifts. Now all it needs is better collision physics (slide into a wall and smash you back end, the car should spin around, not stay stiff and bounce off).

The car does rotate slightly upon collision in this example, or do i somehow misunderstand you?

I turned up the speed to 7 and enlarged the room for more drifting space. I continue to hold up and a direction and it drifts forever...a non-stop star shape. the car drifts, spins around, holds its speed, and keeps looping back with a slight offset. I've made some neat patterns out of it but it's obviously a bug.

Busted :lol: I clearly don't test my releases enough B-) By adjusting the speed variable negatively depending the difference between move and face angle while drifting should solve this problem.


Thanks alot by spending the time that i don't on testing this example. :)
Update incoming in near future, got other things to take care of atm though.
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#24 youknowwho

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Posted 08 March 2010 - 01:01 AM

I have a problem... I imported the files and everything into my game and got a trying to drive non-existant surface error. I imported everything.
-edit-
okay so I took out the effects and made a secound car for a 2 player game... the car won't work with these as the arguments for the script in the step event keyboard_check('W'), ect. It spins irradically. Please help this is a cool engine.

Edited by youknowwho, 08 March 2010 - 02:14 AM.

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#25 PhYs1aTr1sT

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Posted 09 March 2010 - 12:39 PM

downloading it..... hope its goin to be useful :)
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#26 Exylex

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Posted 11 March 2010 - 09:28 PM

I have a problem... I imported the files and everything into my game and got a trying to drive non-existant surface error. I imported everything.
-edit-
okay so I took out the effects and made a secound car for a 2 player game... the car won't work with these as the arguments for the script in the step event keyboard_check('W'), ect. It spins irradically. Please help this is a cool engine.


I think your problem is that you call keyboard_check wrong.

ord(str) Returns the asci code of the first character in str.

keyboard_check(ord('W'))
keyboard_check(ord('A'))
keyboard_check(ord('S'))
keyboard_check(ord('D'))

Should do it.
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#27 Urbanturkin

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Posted 19 March 2010 - 07:58 PM

Wow...this is a very good engine! Might use it in my game. However when you drift and creates some skid marks they donīt dissapear. So how would you do to make them dissapear? The object_effect is quite too complicated for me so I donīt find a solution to this.

But anyways good example man! :)

Edited by Urbanturkin, 19 March 2010 - 07:59 PM.

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#28 DoctorKane

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Posted 20 March 2010 - 06:01 AM


Hello and thank you for this amazing little game. I am having so much fun with it. Who doesnt like drifting. Awesome examples
and once again thanks!!!!!!!!!!!
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#29 babob

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Posted 22 March 2010 - 05:17 PM

hohoho.. i like this engine!
make my dreem come true.. whaha hoho!

ewmm i'm new here. Just wanna ask, what do you mean give u credit? many people say like that if use stuff from them. can u give me an explanation please?? hehe :)
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#30 ntomic

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Posted 23 March 2010 - 09:51 AM

Hi ,

Just found this engine and I really like it's simplicity.

I was wondering if anyone could help me with curved tracks? I've tried several curved images (for track boarders) using the same collision script but the car always gets stuck or eventually passes through them.

Thanks in advance

NTOMIC
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#31 Exylex

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Posted 23 March 2010 - 11:58 AM

Wow...this is a very good engine! Might use it in my game. However when you drift and creates some skid marks they donīt dissapear. So how would you do to make them dissapear? The object_effect is quite too complicated for me so I donīt find a solution to this.

But anyways good example man! :)

Thanks

The marks is currently added on a surface and can't be smootly removed after a certain amount of time.
To achieve the effect you describe, you may replace the part where the skids are drawn with an instance creation code where you create skid mark objects with the attributes of the drawn skidmarks. These objects can fade out after a set amount of time.



Hello and thank you for this amazing little game. I am having so much fun with it. Who doesnt like drifting. Awesome examples
and once again thanks!!!!!!!!!!!

Fasten seatbelts :chikin

hohoho.. i like this engine!
make my dreem come true.. whaha hoho!

ewmm i'm new here. Just wanna ask, what do you mean give u credit? many people say like that if use stuff from them. can u give me an explanation please?? hehe :P



Hi ,

Just found this engine and I really like it's simplicity.

I was wondering if anyone could help me with curved tracks? I've tried several curved images (for track boarders) using the same collision script but the car always gets stuck or eventually passes through them.

Thanks in advance

NTOMIC

The collision script i wrote is intended for cubes only, you should check RamboFox's "2d(topdown) One Way Walls (polygonal Collisions)"

hope it helps :o

Edited by Exylex, 23 March 2010 - 11:59 AM.

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#32 ntomic

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Posted 24 March 2010 - 10:12 AM

Thanks for the link to RamboFox's "2d(topdown) One Way Walls (polygonal Collisions)". It certainly does the rounded collisions I was looking for.
However the car and effects (smoke, drifting etc) are better here.

Has anyone already tried to merge the two before I spend the time on it?

Nathan ^_^
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#33 12warr12

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Posted 29 April 2010 - 02:29 PM

very good, I like the drifting effects :)
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#34 Exylex

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Posted 29 April 2010 - 04:59 PM

very good, I like the drifting effects :D


Thanks, nice to see that people still find this topic. :)

Got 1000 downloads overall on the versions yet i can't find any project using this, which is a pity. Was planning to update it.
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#35 12warr12

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Posted 29 April 2010 - 05:35 PM

Update it, you don't see projects, maybe because ppl changed it alot.
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#36 Venomous

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Posted 29 April 2010 - 11:45 PM

very good, I like the drifting effects :P


Thanks, nice to see that people still find this topic. :P

Got 1000 downloads overall on the versions yet i can't find any project using this, which is a pity. Was planning to update it.

I used it. :P I just didn't release the game yet.

Edited by XtraButter, 29 April 2010 - 11:45 PM.

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#37 dhtikna

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Posted 29 April 2010 - 11:51 PM

WOW amazing job! Extremly simple :P thanks
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#38 Exylex

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Posted 30 April 2010 - 09:48 AM

I will work on a update then, got a lot to do but i'm sure i'll find some time for it. Will do some proper testing to find out incorrect handling. Will add some other stuff but i will try to keep it as simple as possible.

Expected updates:
Better handling - I will test the current script with all kind of variables(handling vars), note down the bugs and then rewrite it without them.
Cleaned up script - variable names and script layout so it will be easier to understand the functionality of the script for easier customization.
Gears - I prefer only a boolean to turn it on. Then the car will shift automaticly between the 5 gears (+R). If the public want's a manual gearbox with a set amount of gears, then i would need to create an init script for the gears.
Collision - I will see if im able to add custom collision shapes without changing the 1 script concept for collisions.
Sounds - A proper sound efffect (pitch) will be added for the car in obj_effects.
AI cars - Add an AI car object as example.
If you use this in a project, please add my name in the topic, that way i can track it(search) and get better feedback for future updates.

Edited by Exylex, 01 May 2010 - 10:18 AM.

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#39 12warr12

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Posted 30 April 2010 - 11:10 AM

You should add Multiplayer, add 2 cars, 1 with WASD controls and another with arrows :P should be fun :P
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#40 Exylex

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Posted 30 April 2010 - 12:59 PM

You should add Multiplayer, add 2 cars, 1 with WASD controls and another with arrows :P should be fun :P


Already very easy to do, just duplicate the current player object but change the controls from keyboard_check(vk_left) to keyboard_check(ord('w')) and so on.
But it reminds me that i should program A.I cars since thats seems mmore demanded. :P
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#41 12warr12

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Posted 30 April 2010 - 01:54 PM

yea, I tryed to make A.I. cars in your example, but it didn't go well
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#42 Toxikr3

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Posted 03 May 2010 - 11:14 PM

Hi, I have been using this engine as a base for my game and I must say I am having a blast using it!

Really fun to use, and I am starting to understand what you did to make it happen :blink:

Thanks for this,

-Toxikr3
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#43 egbert1999

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Posted 08 May 2010 - 09:37 AM

Great,
I must give credit for this?

(google traslate :))
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#44 PhiL Blunt

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Posted 08 May 2010 - 11:57 AM

http://www.yoyogames...drift-challenge my project that uses this engine.
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#45 anam3mari

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Posted 10 May 2010 - 07:54 AM

It is CoooooooooooooooooL ^_^ :D
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#46 Exylex

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Posted 10 May 2010 - 02:03 PM

Thanks for replies, i'm nearly done with the new collision engine that support pixel perfect collisions, i just need to make it functional with the non-pro version.


If anyone is intrested about the new collision engine, here is a preview for gm8 pro:<link removed>
There is no car physics in there, and collisions have no 'friction' yet.

Edited by Exylex, 26 May 2010 - 11:17 PM.

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#47 12warr12

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Posted 12 May 2010 - 07:15 PM

Thanks for replies, i'm nearly done with the new collision engine that support pixel perfect collisions, i just need to make it functional with the non-pro version.


If anyone is intrested about the new collision engine, here is a preview for gm8 pro:
Posted Image
There is no car physics in there, and collisions have no 'friction' yet.


when are you going to add those collisions to your car physics engine?
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#48 Exylex

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Posted 13 May 2010 - 01:38 AM

Thanks for replies, i'm nearly done with the new collision engine that support pixel perfect collisions, i just need to make it functional with the non-pro version...


when are you going to add those collisions to your car physics engine?


I'm working on it... but i'm pretty occupied with playing the APB beta with my friends :(

Besides the collisions, the car handling is completely rewriten. Here's a lil update where i'm at:
<link removed>

Don't use this in projects, as it's not done. Here is what need to be done before i'll start working on an example:
  • Better collisions (sometimes the car get stuck. Need to be more bouncy).
  • Car - Car collisions.
  • Easier use(User should only need to set Max speed and acceleration, then the engine will adapt itself after that kind of speeds).
  • Correct values. speed and direction set code's are rapidly written.

Edited by Exylex, 26 May 2010 - 11:17 PM.

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I got nothing creative to write here :P

#49 12warr12

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Posted 13 May 2010 - 07:57 AM

watch this
Posted Image
this happens all the time that you shock with a wall, with the front part of the car
btw, i used this engine, on my game, cause I really needed a collision engine, cause the one i had was really bad, do you want credit?

Edited by 12warr12, 13 May 2010 - 04:27 PM.

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#50 Exylex

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Posted 26 May 2010 - 11:41 PM

2.0 out and is now using ExtremePhysics

I think the results compensate the size of ExtremePhysics. You will have to download, install and select the ExtremePhysics for your projects thats use these vehicle scripts.

Lite version will be down while in progress. It will obviously not use ExtremePhysics but will have AI and Pixel Perfect Collisions (not car-car though).

Edited by Exylex, 26 May 2010 - 11:46 PM.

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I got nothing creative to write here :P




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