Radioactive-Software Radioactive-Software
Forum to discuss Radioactive-Software Products
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Are you using an impostor? and other questions...
Goto page Previous  1, 2, 3 ... 11, 12, 13, 14  Next
 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Radioactive-Software Forum Index -> Programming
View previous topic :: View next topic  
Author Message
dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Tue Apr 22, 2008 10:24 am    Post subject: Reply with quote

I know it seems daunting at first, but if you stick with it and work from the samples etc. it should be no prob Very Happy

And o'course I'll help ya with any Qs you have.
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

Back to top
View user's profile Send private message Visit poster's website AIM Address
logic.cpp
Super-Cool-Dude


Joined: 17 Feb 2008
Posts: 88

PostPosted: Wed Apr 23, 2008 3:01 am    Post subject: Reply with quote

greatly appreciated Smile
Back to top
View user's profile Send private message
logic.cpp
Super-Cool-Dude


Joined: 17 Feb 2008
Posts: 88

PostPosted: Wed Apr 23, 2008 4:20 am    Post subject: Reply with quote

how to simulate car physics?

I know for example Bullet physics has a built in car physics 'template' of some sort and you can just apply it to your model. Does physX have anything like that? or do you have to put together your own wheel/chassis actors and attach those to wheel/chassis models?
Back to top
View user's profile Send private message
rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Wed Apr 23, 2008 8:33 am    Post subject: Reply with quote

logic.cpp wrote:
how to simulate car physics?

I know for example Bullet physics has a built in car physics 'template' of some sort and you can just apply it to your model. Does physX have anything like that? or do you have to put together your own wheel/chassis actors and attach those to wheel/chassis models?


The wheels of the bus go......

oh snap, nvm
_________________
Rappen Fo'shizzle my nizzle oh fo dizzle Razz

Back to top
View user's profile Send private message AIM Address MSN Messenger
logic.cpp
Super-Cool-Dude


Joined: 17 Feb 2008
Posts: 88

PostPosted: Fri Apr 25, 2008 8:36 am    Post subject: Reply with quote

knock knock
Back to top
View user's profile Send private message
warlord11030
Moris Family Mafia Don


Joined: 19 May 2007
Posts: 2777

PostPosted: Fri Apr 25, 2008 2:26 pm    Post subject: Reply with quote

logic.cpp wrote:
knock knock

_________________
Ive ran my Family for a long time.. Years! The Moris Family operations are on...
-The Sims Online
-Urban Empires
-Secondlife
-There
-SAMP
www.rl-rpg.nl/forum/index.php
www.radioactive-software.com
Don Moris.
Back to top
View user's profile Send private message
logic.cpp
Super-Cool-Dude


Joined: 17 Feb 2008
Posts: 88

PostPosted: Fri Apr 25, 2008 2:37 pm    Post subject: Reply with quote

dgreen would you mind scrolling up to my last q please
Back to top
View user's profile Send private message
dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Fri Apr 25, 2008 2:58 pm    Post subject: Reply with quote

logic.cpp wrote:
how to simulate car physics?

I know for example Bullet physics has a built in car physics 'template' of some sort and you can just apply it to your model. Does physX have anything like that? or do you have to put together your own wheel/chassis actors and attach those to wheel/chassis models?


Yes. Depends if you want to do raycast cars, or simulate each aspect using seperate riged bodies? I've implemented both, the latter in Newton, the former in Ageia.
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

Back to top
View user's profile Send private message Visit poster's website AIM Address
rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Fri Apr 25, 2008 3:26 pm    Post subject: Reply with quote

dgreen wrote:
logic.cpp wrote:
how to simulate car physics?

I know for example Bullet physics has a built in car physics 'template' of some sort and you can just apply it to your model. Does physX have anything like that? or do you have to put together your own wheel/chassis actors and attach those to wheel/chassis models?


Yes. Depends if you want to do raycast cars, or simulate each aspect using seperate riged bodies? I've implemented both, the latter in Newton, the former in Ageia.


yea totally dude
_________________
Rappen Fo'shizzle my nizzle oh fo dizzle Razz

Back to top
View user's profile Send private message AIM Address MSN Messenger
logic.cpp
Super-Cool-Dude


Joined: 17 Feb 2008
Posts: 88

PostPosted: Fri Apr 25, 2008 5:41 pm    Post subject: Reply with quote

1. what does raycasting have to do with this?
2. what are the advantages/disadvantages of each of these 2 ways of doing it?
3. how to 'attach' my mesh orientation/position/rotation etc with the NxActor? meanwhile i just manually update the mesh's position only (not rotation etc) to the NxActor's getGlobalPosition()... i feel that this is a wicked ugly unintended way of doing it
Back to top
View user's profile Send private message
dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Fri Apr 25, 2008 6:44 pm    Post subject: Reply with quote

logic.cpp wrote:
1. what does raycasting have to do with this?
2. what are the advantages/disadvantages of each of these 2 ways of doing it?
3. how to 'attach' my mesh orientation/position/rotation etc with the NxActor? meanwhile i just manually update the mesh's position only (not rotation etc) to the NxActor's getGlobalPosition()... i feel that this is a wicked ugly unintended way of doing it


1. You're gonna have to google [ or search gamedev.net ], this is a commonly used approximation, newton and ageia both support it, and have examples of both implementations in their SDKs. Basically casting a ray down from each wheel's position. Like we were talking about earlier, ray casts can be very cheap if you come up with decent optimizations. The physics libs do all this for ya in this case, but it is going to be good to code a general raycast function into your engine.

2. Ditto google and get some info then come back with mroe specific Qs, I reaaaaallly dont wanan type a decent description of each, their names should be explanitory enough.

3. Scope out the vehicle tutorials/samples there are like 3-4 in my version of the SDK.

I can help you with specific things, but I really don't have the time to type up useful descriptions of all the stuff, hope ya understand.

- Danny
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

Back to top
View user's profile Send private message Visit poster's website AIM Address
Glover Klien
The Drunken Philosopher


Joined: 24 Sep 2005
Posts: 483
Location: The Philla Del

PostPosted: Wed Apr 30, 2008 9:10 pm    Post subject: Reply with quote

Thanks for the help
Back to top
View user's profile Send private message Visit poster's website
dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Apr 30, 2008 9:38 pm    Post subject: Reply with quote

Glover Klien wrote:
Thanks for the help


YOU DONT EVEN KNOW WHAT A COMPILER DIRECTIVE IS!sssss
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

Back to top
View user's profile Send private message Visit poster's website AIM Address
Glover Klien
The Drunken Philosopher


Joined: 24 Sep 2005
Posts: 483
Location: The Philla Del

PostPosted: Wed Apr 30, 2008 9:57 pm    Post subject: Reply with quote

Preprocessor directives are lines included in the code of our programs that are not program statements but directives for the preprocessor. These lines are always preceded by a hash sign. The preprocessor is executed before the actual compilation of code begins, therefore the preprocessor digests all these directives before any code is generated by the statements. Now Dan technical code has never been one I like to talk about but it is known. StoooFooo
Back to top
View user's profile Send private message Visit poster's website
dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Apr 30, 2008 10:32 pm    Post subject: Reply with quote

You grabbed that from google ... "our programs" lawls xD
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

Back to top
View user's profile Send private message Visit poster's website AIM Address
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Radioactive-Software Forum Index -> Programming All times are GMT - 5 Hours
Goto page Previous  1, 2, 3 ... 11, 12, 13, 14  Next
Page 12 of 14

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2002 phpBB Group