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#1 |
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New Member
Join Date: Apr 2009
Posts: 16
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I'm looking for an engine with a decent built-in car physics implementation. I looked at NeoAxis Nmechanics, but the website is offline for months now. And by decent i mean actually playable, not just PhysX wheel colliders thrown at some random model. And i really care just about the physics implementation, everything else can be arranged.
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#2 |
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New Member
Join Date: Oct 2009
Posts: 11
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Hi Wrks,
You may use Irrlicht engine to render ur game, and if u want to do so u can try this. http://www.codeproject.com/KB/game/IRRCarSim.aspx This is a good example of car physics and searce in irrlicht forum, i hope u will like it. Good Luck Regards |
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#3 |
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New Member
Join Date: Apr 2009
Posts: 16
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Any others? Torque and Unity implementations are pure shit. And no source.
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#4 |
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DevMaster Staff
Join Date: Oct 2004
Location: Seattle, WA
Posts: 3,709
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It sounds like your requirements are fairly specific; you might just have to get your hands dirty and build it yourself.
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Currently working at Sucker Punch reedbeta.com - OpenGL demos and other projects Luabridge - a lightweight, dependency-free C++/Lua binding library. CD Lite - an unobtrusive, minimal CD player application for Windows. |
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#5 |
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New Member
Join Date: Apr 2009
Posts: 16
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There is no reason to spend time and efforts building such a generic physics implementation. That's why we're looking for something to purchase. Unfortunately, not even top-notch engines like Vision had car physics. Apparently, in the middleware business, car physics are just PhysX wheel colliders.
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#6 |
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Senior Member
Join Date: Oct 2007
Posts: 471
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It's more than just wheel collides. It's types of joints, etc. Have you tried Bullet? I think most people are using physics engines for vehicle physics. Otherwise there's ODE. There are bindings for ODE with Ogre. Horde3d has bindings for Bullet. Check the Bullet forum to get some information on how physics engines are used for vehicles. Obviously a big part of it is going to be wheel friction, but there's spring joints, etc, and you apply force to the wheel rotation. You can set it up yourself, or probably find an implementation. I doubt anyone is just using wheel collides, I think you are being misinformed.
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http://fireside7games.com/ Last edited by fireside : 11-04-2009 at 12:44 PM. |
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#7 |
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New Member
Join Date: Oct 2009
Posts: 11
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remember, if u want to make a car racing game or something like that, use an engine just to load ur 3d staff or Ui and code the rests yourself. U can use an engine with car physics system implementet, but than you will have to work within a limitation. You won't get what u want. Why don't u try "Rad3D".
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#8 |
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Senior Member
Join Date: Jan 2007
Location: Finland
Posts: 356
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Bullet has car physics, afair
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http://iki.fi/sol - my schtuphh |
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#9 |
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New Member
Join Date: Nov 2009
Posts: 3
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I have been seraching for best physics engine for race just like you!
So after I test some engine I found the newton game dynamics engine the best. if you download the sdk you will found a open source sample which show you all you want. |
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#10 |
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New Member
Join Date: Oct 2009
Posts: 11
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well, it is not about coding, it is about using. like drag and drop.
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