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Newton Vehicle physics

 
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dpadam450
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Joined: 01 Jul 2008
Posts: 38
Location: Seattle

PostPosted: Tue Feb 10, 2009 2:24 pm    Post subject: Newton Vehicle physics Reply with quote

You said you used it before. I went through the source code, and I understood it, but I cant get it to work. Suggestions?
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PostPosted: Thu Feb 12, 2009 1:42 pm    Post subject: Reply with quote

"doesn't work" can mean a lot of things.

do the samples work?

can you do a box-on-plane application.

what are the return codes on the init functions?

give more info would be my suggestion, i need more info... i'm not a e-psycic lol.

- Danny
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PostPosted: Thu Feb 12, 2009 1:48 pm    Post subject: Reply with quote

I have to sit out here and type on this giant 50" monitor w a wirelss keyboard i didn't see the title topic from whay down here on the floor lol.

i've lost 3 computers in the last few days w hardware failures uggh...very gay.

anyways, i see you're talking about vehicle physics

still the above applies, more info....

- do the samples work ?

- raycast or rigid body, which type are u doing?

- what specifically 'isn't working' you cant attach the joints, vehicle doesn't move

- what is the visual debug output, julio has a bunch of great debugging functions, render the debug physics lines

- Danny
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dpadam450
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Location: Seattle

PostPosted: Sun Feb 15, 2009 3:12 am    Post subject: Reply with quote

Well I'm not doing the physics anymore for our game, we are using physX. Yea i did the vehcile add tire for 4 tires, and set the axis. I used the apply function to spin it, but the vehicle did weird things.
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dgreen
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Joined: 24 Sep 2005
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Location: Raleigh, NC

PostPosted: Mon Feb 16, 2009 3:03 pm    Post subject: Reply with quote

dpadam450 wrote:
Well I'm not doing the physics anymore for our game, we are using physX. Yea i did the vehcile add tire for 4 tires, and set the axis. I used the apply function to spin it, but the vehicle did weird things.


xD

It's very easy to get PhysX vehicles to do 'weird things' Very Happy
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