Top-down Car Physics. Drifting, Collisions & Ai.
#41
Posted 30 April 2010 - 01:54 PM
#42
Posted 03 May 2010 - 11:14 PM
Really fun to use, and I am starting to understand what you did to make it happen
Thanks for this,
-Toxikr3
#43
Posted 08 May 2010 - 09:37 AM
I must give credit for this?
(google traslate
#44
Posted 08 May 2010 - 11:57 AM
#45
Posted 10 May 2010 - 07:54 AM
#46
Posted 10 May 2010 - 02:03 PM
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.
#47
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:
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?
#48
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.
#49
Posted 13 May 2010 - 07:57 AM

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.
#50
Posted 26 May 2010 - 11:41 PM
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.
#51
Posted 26 May 2010 - 11:57 PM
#52
Posted 27 May 2010 - 12:10 AM
ThanksWow! Nice update. This could easily be turned into an awesome racing game.
I would love to see completed games using these scripts. I'm about myself to try making an online game with it, APB style
#53
Posted 27 May 2010 - 06:46 PM
you only need to change acceleration speed
Edited by 12warr12, 27 May 2010 - 07:00 PM.
#54
Posted 27 May 2010 - 07:09 PM
#55
Posted 27 May 2010 - 07:16 PM
Edited by 12warr12, 27 May 2010 - 07:17 PM.
#56
Posted 27 May 2010 - 08:12 PM
dylan what version of GM you're using? and are you on pro?
GM7&8 and yes offcourse I have pro
btw its a argument thats not supported in the ExtremePhysics GEX, DLL itself.
Looks like I download, or a older version, or a newer version.
Edited by Dylan93, 27 May 2010 - 08:13 PM.
#57
Posted 27 May 2010 - 09:28 PM
I got an error too,but I just took away 2 arguments from a line of code where the error was and it worked fine.dylan what version of GM you're using? and are you on pro?
GM7&8 and yes offcourse I have pro
btw its a argument thats not supported in the ExtremePhysics GEX, DLL itself.
Looks like I download, or a older version, or a newer version.
Edit:And I played around with it to try and make a mini racing game. The collisions are too bouncty though. You hit a wall you go flying back instead of nicely sliding off.
Edited by XtraButter, 27 May 2010 - 09:41 PM.
#58
Posted 27 May 2010 - 10:26 PM
12Warr: Do you think the acceleration speed used for the cars in the example is to fast?
Dylan93: ExtremePhysics 2.1 is the correct version.
I got an error too,but I just took away 2 arguments from a line of code where the error was and it worked fine.
Edit:And I played around with it to try and make a mini racing game. The collisions are too bouncty though. You hit a wall you go flying back instead of nicely sliding off.
Yeah, you can run this example with EP 2.0 by doing so, but i recommend downloading the latest
And oh my my, i just noted that collisions when using EP2.0 is really weird.
#59
Posted 28 May 2010 - 12:18 AM
only thing I see wrong so far, is reverse turning is backwards. I'll edit after I do more testing.
#60
Posted 28 May 2010 - 12:50 AM
Ok. I tried it now with Extreme Physics 2.1 and its MUCH better.Thanks for feedback.
12Warr: Do you think the acceleration speed used for the cars in the example is to fast?
Dylan93: ExtremePhysics 2.1 is the correct version.I got an error too,but I just took away 2 arguments from a line of code where the error was and it worked fine.
Edit:And I played around with it to try and make a mini racing game. The collisions are too bouncty though. You hit a wall you go flying back instead of nicely sliding off.
Yeah, you can run this example with EP 2.0 by doing so, but i recommend downloading the latest
And oh my my, i just noted that collisions when using EP2.0 is really weird.
Its really awsome now.
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