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by roderik » Sat Mar 12, 2011 4:42 pm
Is there ever going to be an update to CustomDGRayCastCar/CustomMultiBodyVehicle ?
The former is missing a bunch of methods, which used to be in a seperate __h header, but in 2.30 these files are gone,
a bunch of code is commented, etc. - very confusing
We're really struggling to get a grasp on this, can someone please shed a light on how to approach doing an arcade style 4wheeler?
A simple tutorial would be much appreciated, atm we're just glueing together pieces of different newton versions and frankly don't know what
exactly we're doing.
Thanks (and thanks for going open source)
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roderik
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by JernejL » Sat Mar 12, 2011 4:48 pm
There was recently code posted for one by leadwerks, with a bit searching i'm sure you can find it.
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JernejL
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by roderik » Sun Mar 13, 2011 1:50 am
Were you refering to this:
viewtopic.php?f=11&t=6332 ?
That code sadly is in BlitzMax and doesnt use CustomDGRayCastCar nor CustomMultiBodyVehicle.
So i was asking myself, what is the status of these and is there any help anyone could offer to show if and how they are supposed to work?
I'm really not asking for an in-depth guide of this, just basic information about the status of these classes and how to get them to work at least on
a very basic level.
I've searched every corner of these forums, but the information i've come across is either obsolete or not using these custom joints at all.
Any help is higly appreciated. As said, with 2.30 CustomDGRayCastCar doesnt even seem to be complete, there's a header/cpp file missing from what was included in 2.18.
Hialp! Head explodes
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roderik
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by Leadwerks » Sun Mar 13, 2011 8:48 pm
I recommend first implementing a spring and then using that to make a multibody vehicle. The raycast vehicle I wrote provides some good results, but it has some quirks because it is inherently unrealistic.
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Leadwerks
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by PJani » Mon Mar 14, 2011 2:48 pm
The main problem with multibodyvehiclejoint is grip...
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