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IceBird
23
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Joined: 11th Jan 2003
Location: Sweden
Posted: 25th Sep 2003 15:08
Is there any Physics engine plugins out there or maybe someone has that in progress?

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Energizer
23
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Posted: 25th Sep 2003 15:10
What do you mean by Physics engine?
IceBird
23
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Joined: 11th Jan 2003
Location: Sweden
Posted: 25th Sep 2003 15:12
A Physics plugin should add some of the more basic commands like gravity,speed,mass etc tec

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IanM
Retired Moderator
23
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Location: In my moon base
Posted: 25th Sep 2003 15:13
There are various physics engines out there, but none have been converted to a plugin yet that I'm aware of.
Energizer
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Posted: 25th Sep 2003 15:25
I think that there is no plugin cos` those are very easy functions
gravity is just "move object down"
or if you want it to be "real" make your oun functions using
E = 0.5mv*v ,E = mgH,F=ma and f = (friction constant)*N

good luck.
IceBird
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Location: Sweden
Posted: 25th Sep 2003 15:33 Edited at: 25th Sep 2003 15:49
IanM:
OK, just cheking because my brotha who is writing a alien car game for the competition isn't that gret on math and thongs like that. And I can't be running to him everytime he need some help.

Energizer:
Yea I know my math.. but there's more complicated maths to you know.. like how to handle the wheels on a car that is driving in a specific speed and like tire grip and so on and so on...

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IceBird
23
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Joined: 11th Jan 2003
Location: Sweden
Posted: 25th Sep 2003 15:37
I think there is a lot of people who wish there was plugins (or inbedded in dbpro) like car_physics.dll,basic_physics.dll etc etc

PS. Just a litle tip for the pluginmakers out there in the world..

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Energizer
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Posted: 25th Sep 2003 15:43
(I presume that weeks = weels)
A function like that is to "heavy" for a game cos it requiers many details for the function to calculate
for examle:weight of each tire,weight of car,Pressure in each tire,
friction constant for tire and road.
in addition this function would have to calculate the flow and friction of air around the car and I am sure that there are a lot of other stuff I didn`t mantioned so try to "reduce" your realism
to a point where it looks real but it isn't.
IceBird
23
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Location: Sweden
Posted: 25th Sep 2003 15:55
Energizer:
Yes you right but even for that reduced physics (in this case a car) my brotha' wish there was a plugin for this or a good DarkBAsicPro Tutorial "how you make a simpe car game". (I know there is many tutorials outthere but not for dbpro and all it's internal (like the math command) commands..

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Energizer
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Posted: 25th Sep 2003 16:02
OK
Tell him to assign a spee variable to the car, when the controls are idle the speed is automaticly redused(friction)
adr
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Joined: 21st May 2003
Location: Job Centre
Posted: 25th Sep 2003 18:10
Energizer > Getting car physics right is a very difficult task. It's easy to fake the car physics, but the results are ultimately very poor. I've had a go at doing it and simply given up...

As far as I know, there are two free rigid body physics engines which can be used in games, but they haven't been converted to a DBPro DLL. The maths involved is way over my head so I haven't even considered converting them ...

http://opende.sourceforge.net/
http://www.tokamakphysics.com/

Can I ask you a Question?
What is it?
It's an interrogative form of sentence, used to test knowledge. But that's not important right now.
malcom2073
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Posted: 25th Sep 2003 22:39
One way is to have a dummy object that the car is positioned on, and use that as the mass. When you turn the car, it turns the mass slower, causing hte car to skid depending on your speed. Thats the only non-math way I've figured out how to do power sliding.
IceBird
23
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Joined: 11th Jan 2003
Location: Sweden
Posted: 25th Sep 2003 23:47
Yes please more tips or even better code snippets.. I there is many more than my brotha how want this kind of stuff...

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