Ha that's the spirit.
Now that you have a core implementation, you can add all kind of vehicle configuration.
for adding soudn effect I added this interface function
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// return a value between 0.0 (no sidl slip) and 1.0 (max slip)
dFloat GetLateralSlip () const
// return a value between -1.0 (max spin backward slip) and 1.0 (max slin forward slip)
// 0.0 (no slip)
// not a tire wh spinning always has a no zero slip value
dFloat GetLongitidinal () const
the second parameter you can use to customize your tires, is the tire lateral stiffness and longitudinal stiffness, these parameter represent different kind of tire.
the default that I use in the demos are
lateral stiffness = 20
longitudinal stiffness = 10000
these will be for a high performance low profile tire for race car, it look like you are using similar values.
A car like a truck, an suv or a pickup usually use high profile tires, so the will have lower lateral and longitudinal stiffness values.
Experiment with those numbers and you will be surprised how wide variation of behavior you can get.
sync so that you get the new functions.
you may not believe this but right there as it stands now, you already have a vehicle feature that is either equal or better than any vehicle support offered by any of the establishment high end game engines. that includes game engines like Unreal, Unity, Crisis, and so on.
I neglected they vehicle for too long thinking that people will use the support on their own, but aside from Walaber and David Gravel, no one really did anything, so I decided to make my self.
Same happen with alomost any effect in the engine, they go unnoticed for the most part