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AppGameKit Classic Chat / Top Down 2D Racer - Physics & Drift

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Funnell7
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Posted: 30th Jul 2015 22:47
I remember now why I stopped working on my 2D Top Down Racer (think Micro Machines), I couldn't work out how you would apply lateral(?) force so the car 'drifts' around corners... Well I thought I'd have another go at it, and I can't for the life of me figure it out (even with some extensive googling), I'm in desperate need of some help

I only got as far as controlling the car using Velocity, and altering the direction with the angle;



I wanted to keep it simple by using a single body (i.e. not separate forces per wheel)... Would anyone be happy to help me out with this? Would be eternally grateful

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Scraggle
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Posted: 30th Jul 2015 22:54 Edited at: 30th Jul 2015 22:56
Vectors are your friend

There's a great article on just this subject in "Game Programming Gems vol 4".

It's not cheap but it's definitely worth a read.

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Markus
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Posted: 30th Jul 2015 23:02 Edited at: 30th Jul 2015 23:03
you should use
SetSpritePhysicsForce
and
SetSpritePhysicsTorque

for gliding its SetSpritePhysicsFriction

i think apply the force at top at car is best for sliding around corners.

edit the SetSpritePhysicsVelocity direct can have side effects,
means skip the collision or something.

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Funnell7
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Posted: 30th Jul 2015 23:27 Edited at: 30th Jul 2015 23:28
I could kick myself sometimes! Setting velocity was indeed the wrong thing to do, I changed it to 'impulse' (and added some damping) and it has made an immediate difference... I will take a look at Force and Torque also, but for now, impulse seems to do the trick...



Thank you so much Marcus, I appreciate it...

Thank you also Scraggle for the book reference...

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Markus
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Posted: 31st Jul 2015 00:34 Edited at: 31st Jul 2015 00:38
ok,

impulse is similar you kick a ball once.
a force is better.

Torque u need to turn your car left/right.
this SetSpriteAngle overwrite the physics too.

also interesting is this command.
(now i add the impulse from the sprite center.)
GetWorldXFromSprite
GetWorldYFromSprite

AGK 108 (B)19 + AppGameKit (Steam) V2 Beta .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Conjured Entertainment
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Posted: 31st Jul 2015 04:33 Edited at: 31st Jul 2015 04:51
Thanks for sharing guys.
I am going to give the force/torque a try too.

I haven't been using Sin or Cos or Physics for my Monster Smash cars, so my cars don't drift either. (they slide a bit in the mud though)
I have been using Angle/Position, and comparing X Y co-ordinates for collisions.


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lilpissywilly
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Posted: 1st Aug 2015 00:11
I have an old WIP where I think I have acvieved this. I'm on my phone right now but if you want I can explain how I did it at a later time




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Funnell7
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Posted: 1st Aug 2015 00:45
@lilpissywilly, that looks great! Would be amazing if you could explain if you find the time, thanks

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BatVink
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Posted: 1st Aug 2015 01:04
I did something similar years ago in DBPro, without physics. Mine was taken to the extreme as it was spacecraft changing direction.

In short I had 2 vectors. The direction I am facing now, and the direction I was facing before I steered. In each game cycle you take a percentage of each vector and add them together. At the end of each cycle, you turn the "old direction vector" towards the "new direction" vector.

The speed at which you turn the vector determines the speed at which you regain traction. The percentage of each vector you apply determines the drift. So adding 90% of the old vector will be like turning an oil tanker in the ocean. Adding 10% of the old vector would be closer to a car drifting.

The thing I was proud of is that it's the only slightly complex maths I ever worked out by myself!

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lilpissywilly
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Posted: 1st Aug 2015 10:31 Edited at: 1st Aug 2015 10:53
ok, from memory this, I'll dig up code from an older computer if needed.


I set the car bodies with quite high in both normal damping and angulardamping, I think around 5.0. This means you need to use quite strong forces to move the car, but will prevent it looking like the car is on ice.

I then attached a pair of wheels to the back of the car with their own damping, the front pair is attached to an axle and get the angle from the steering angle. I applied the force running the car in the angle of the front tires. Must be a lot of force due to the physicsdamping.


In short how I made the car drift:
I compared the angles between where the car is going and where it is supposed to be going.


So, I normalized a float between 1.0-0.3 after comparing angles of the car and the angle of where the car is actually travelling. The "traction offset" of 1.0 would mean the car has perfect traction and the car would not drift, for example.

I then applied that float to the cars angulardamping and bodydamping variables, making it lose traction. I also set the same normalized float to the speed of the car in some way, or maybe it was the acceleration, so that the less "traction" you have the slower the car moves.

I also had a check for if the car is on dirt or on the track, and if the car is on dirt the "normalized traction float" would top out at maybe 0.6 instead of 1.0.


I hope this isn't too confusing, I just woke up and it feels like it's confusing to me


edit: the tire tracks are made with the same "normalized traction float", if it's under a certain value, let's say 0.5 (don't remember) black squares are set to where the back wheels are (array of sprites), and the alpha of them is the "normalized traction float" inverted



edit 2, clarification:

Let's say the car is traveling straight up, the wheels are pointed straight, angle 0. The force on the car body is applied at angle 0 because the wheels point that way.

The wheels then point to angle 25 when the player steers right ( the wheels are only allowed +- 20-30 degrees compared to the car body ), the body of the car will start to steer right, but not fast enough for there to be a difference between the angle the force is applied and the angle the body of the car is actually travelling, and the delta between these angles is what I used to make the car lose traction in those instances.

This means the speed of the car will also come into play, as a body travelling slower will be more likely to follow the direction of the force applied, where as a body travelling very fast will carry on going with momentum.

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baxslash
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Posted: 1st Aug 2015 11:29
I actually posted this quite a while ago, by playing with the values you can get realistic drift using physics:
http://forum.thegamecreators.com/?m=forum_view&t=197957&b=41

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lilpissywilly
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Posted: 1st Aug 2015 13:20
Time flies innit baxy

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Scraggle
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Posted: 18th Aug 2015 16:48
Hey,
I remembered this post from a few years ago but only just found it again.
You might find some useful info in it.

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bjadams
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