Posted By
|
Message
|
vetmora120
Registered 07/01/2010
Points 273
|
18th June, 2012 at 18/06/2012 11:20:02 -
Hi all,
I'm trying to create a simple but effective car engine. I'm using Box2D v2.0.0 and am trying to avoid using more than one object (ie. not using wheels, just the car body itself). I don't want any complications torque, air resistance, drag, etc, so the speed and acceleration is easy enough. I'm trying to come up with a good formula to make the steering realistic. I have done a bit of research and found the following:
http://engineeringdotnet.blogspot.com.au/2010/04/simple-2d-car-physics-in-games.html
It looks pretty much like what I need. What I can't figure out is how to adapt it to MMF2. Anyone able to give me a hand?
n/a
|
Sketchy Cornwall UK
Registered 06/11/2004
Points 1971
|
18th June, 2012 at 18/06/2012 17:05:39 -
I wouldn't bother with that article - it's just a very complicated way to do something very simple. You're best bet is going to be to get hold of the example driving game that came with the Chipmunk Phizix extension (or it might even have been Box2d - I forget).
Unfortunately, if you want oversteer/drifting it's still going to be very difficult to do well - and if you don't, then you shouldn't waste your time - a driving game without those is NEVER fun.
n/a
|
vetmora120
Registered 07/01/2010
Points 273
|
19th June, 2012 at 19/06/2012 05:13:24 -
Oh, ok then. Both Chipmunk and Box2D have a car example. The Chipmunk one has a lot more in it, though.
How about this article then?
http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html
Edited by vetmora120
n/a
|
|
|