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DarkBASIC Professional Discussion / Offroad Racer source code

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Oliver
23
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 11th May 2003 21:21 Edited at: 11th May 2003 21:24
I have been trying to get hold of some car physics codes. And the only darkbasic one I found was Offroad Racer. I remember downloading this code alooong time ago, though since then I have lost it . Now I am looking for it again , though all the links to it are broken . Does anyone have this code and could email it or upload it, pleeease .

Thanks.

PS does anyone know of any other car physics code (for darkbasic).

spooky
23
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 11th May 2003 23:02
Visit the Masked Coder's website:

http://tmc.designrealm.co.uk

Gronda, Gronda
Oliver
23
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 11th May 2003 23:36
Thank you, Thank you, Thank you!!!
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 11th May 2003 23:48
His last venture before he went to the ... I enjoyed playing it quite a bit... thanks for the link sonic /

--Mouse

Famous Fighting Furball
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 12th May 2003 01:18
i kinda liked his buggy demo ... but its kinda unfortunate that after Offroad3 he barely did much to actually enhance what was made

i wouldn't mind seeing someone make something of this, but if you're going to use it in DBpro then i'd suggest you use it as a base and work around the 3d mathmatics - you'll find it'll actually worm about the bug that plauged his low speed routines. And also enable you to give it true 3D physics rather than the 2D with a 3D hack he developed.

you know personally i wouldn't mind seeing DarkGT make another appearance ... alot of the older projects seem just buried now which is a shame.

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 12th May 2003 05:01
It is indeed. I can't count how many promising ventures have come and gone, sometimes not even leaving a speck of dust behind.

Speaking of that... what happened to RPGgamer's last project? I recall on the RGT forums he was posting screenshots of a scifi-ish project he was working on...

Back on topic, what exactly did you mean by 'real' physics?

--Mouse

Famous Fighting Furball
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 12th May 2003 18:18
well TMC's Offroad Code began as a DB copy of Marco's Car Physics, which was a 2D C coded program.

it was far from perfect and only used 2D Processed movement... not for the most part this was pretty good, and you could get alot of realism out. However each of the X & Y axis were calculated in turn, rather than together, meaning that when you tried to stop the vehicle it couldn't handle the low speeds becaue the float point wasn't low enough to be accurate - as the speed was being handled as part of the XY movement rather than a vector length.
it also ment when you tried to add height to the equasion it had to have a new seperate routine developed, causing it not to be tied into the original mathmatics of the engine.

when you create physics for any vehicle you need 2 Vectors (both 4D)
Current Vector (X,Y,Z,Speed)
Projected Vector (X,Y,Z,Speed)

ontop of that you also want another 3D vector which handles the Yaw/Pitch/Roll ... this is best determined from a special Data type for the vehicle which takes into account the detail for that particular vehicle. in this case it'd be a car, so you'd need to know each wheel's height calculated from suspension tension + reaction forces - you'll also need to know the previous YPR & the current weighting of the car. (so you can keep it moving in that direction adding or subtracting speed accordingly to the YPR)

now it is easi enough to fake most of those details to get an arcady or real effect whatever you want ... but you will always need 2 4D Vectors and 1 3D Vector
and you should never confuse the Position with the speed calculation, because the position is just an addtion or subtraction based on speed interpoled on the projection by the speed & reaction forces.

its not simple stuff to recreate acurately

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
Ian T
23
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Joined: 12th Sep 2002
Location: Around
Posted: 12th May 2003 19:30
My point was, 'real' physics are impossible with today's computers (I dunno... ever tried it with a CRAY?), it just depends on what aspect you're trying to realisticly recreate .

I appreciate the explination however.

--Mouse

Famous Fighting Furball
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 13th May 2003 18:59
Regardless though, Masked Coder's car physics have always worked pretty well for me, the only minor bug being the ability to drive on the ceiling (easily fixable though). Raven, if you'd care to contribute a corrected version of the code, I'm sure that we'd all be very grateful.

Has anyone here tried the A6 Physics Demo? Very neat indeed.

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