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Dark GDK / QuickODE Vehicle Sample

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_Pauli_
AGK Developer
15
Years of Service
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Joined: 13th Aug 2009
Location: Germany
Posted: 17th Mar 2010 01:25 Edited at: 17th Mar 2010 01:25
Hey folks,

I just finished a simple Vehicle Sample using my physics library QuickODE.
This demo has almost no physical limitations, so you might be able to do some really crazy moves! ...and cause some bugs, too
But I think it's quite fun!
If you want to you may even replace the course by overwriting 'terrain.x' in the media folder.

The source code will be part of the next QuickODE Release 0.82 coming soon.

Comments & critics are welcome!

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.

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zapakitul
17
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Joined: 1st Mar 2007
Location: In my world
Posted: 17th Mar 2010 09:39
Neat _Pauli_, great work. The control is a little buggy but meh! Looking forward to QuickODE 0.82!
haliop
User Banned
Posted: 17th Mar 2010 10:13
nice man!
good job
Matty H
16
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Location: England
Posted: 20th Mar 2010 19:10
Thats great Pauli, can't wait to try your game(demo) also.

_Pauli_
AGK Developer
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Joined: 13th Aug 2009
Location: Germany
Posted: 20th Mar 2010 19:16
Thanks again matty

Please bear in mind that I did not just throw some models on this demo and called it my game
The controls and physics in Truck Devilz are much more refined and allow for some really fun gameplay! This sample here is actually to unpredictable considering the controls, I just put it together to show that it's possible to make real physics-vehicles with QuickODE...

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
Matty H
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Location: England
Posted: 24th Apr 2010 20:19
Hey Pauli, how goes it, you still working on your game?
Anyway, as you know, Fulcrum uses the same routine as QuickODE to rotate its objects, the quatToEuler() function.

I have noticed that the objects disappear at certain angles, I have not really looked into it in depth as I'm pretty sure I can fix it by using a simple test to check for these angles and deal with them in whatever way seems best.
I just wondered whether this happens to you and how you might have solved it?

You still working on QuickODE? I'm just doing vehicles myself, they take alot of messing to get them right, bit of a nightmare.

Laters.

_Pauli_
AGK Developer
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Joined: 13th Aug 2009
Location: Germany
Posted: 26th Apr 2010 20:35
Hey matty,
well I have to admit that the game (I suppose you meant Truck Devilz) is a bit on hold right now, because I felt like I really have to build a solid "Game Framework" (or template if you will) first. But that is running quite well right now and I will have some results to show soon!

Quote: "I have noticed that the objects disappear at certain angles"


Personally I never had this problem with converting angles! I can't even imagine how that could happen! Are the position values of the objects changing after rotation or are they just not visible anymore?
I don't know if that helps, but with QuickODE I have to rotate objects in the correct order and on all 3 angles! For example: I can't just take the converted Z angle of the physics object and apply it ot a DGDK object. I have to apply X, Y and Z angles all at once to get the correct rotation. I think that has something to do with the nature of Euler angles, as each axis depends on the other axis' somehow.

Quote: "You still working on QuickODE?"


Yes, definitly. But I'm making rather small updates right now, as I found out that my current version is better then I thought at first...
And getting vehicles really is a bit tricky. I had to do lots of trial & error to get the right mixture of joint types and stuff...
But keep up the good work with Fulcrum Physics!

Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.
Matty H
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Joined: 7th Oct 2008
Location: England
Posted: 26th Apr 2010 21:46 Edited at: 26th Apr 2010 21:56
PhysX gives me the quaternion then I just plug it into your function:



Now, in my case, your function returns free motion angles, not world angles. Is this the same for you?
They generaly go from -90 to 90 on the y-axis and the Z an X act a bit strange.
They work great apart from the problem I mentioned, it seems to be when the angles returned from the function are around(-180, 90, -180), but not always, weird.


EDIT: Its when the X and Z angles flip from -180 to 180 and back, and Y is changing from going up toward 90 to going down away, or going down toward -90 to going up away, if you got all that lol.
Anyway, if you get any time it may be worth checking these angles(if yours are free motion that is).

haliop
User Banned
Posted: 27th Apr 2010 01:38
maybe there is a problem with - or signed angles
try to change it from 0 to 360 or 360 to 0 or a combination of both
and back at DGDK which can handle up to 360 i think ..
but actually i have no clue.. im just crusing the web taking a break after figuring out how to do 4 cameras at once and each one do something else.. which has nothing to do with physics. ok , bye.

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