Cinematic Car physics (CCP);
This is something I began work on way back when I first started Darkbasic and had just got Driver2. I wanted to make some cool car physics that weren't too real, but real enough to be good fun.
Well, now I've had absolutely tons of car physics experience (Criminal 1,Criminal 2,Criminal 2:Advance physics, RandomcityPro), and have got it down to this new CCP Pro version which is shaping up very, very nicely.
So, how does it handle? Well so far I've got pretty much everything I'll actually need. You see, I've been able to model pretty accurate rigid body physics for quite some time now allowing the car to bounce and flip on a matrix.However, the slow collision commands have prevented me from moving into applying this to objects such as ranps, bridges etc. Now though, with the help of my newly developed, super fast sliding collision function and the intersect object command, I have been able to implement all of the above onto objects. I now find myself jumping gaps between ramps, flipping the car of a twisting bridge, and slowly toppling off a huge vertical wall. I am now able to do pretty much replicate 'Stuntman' or 'Driver'(note: Not quite Driv3r yet, with its bikes and trucks and boats).
Listen out for more news on this project. Below are some screens that really do not do justice to the moving engine. They just show the object collision in action on a basic level. Anyway, hope to hear any comments that you all have.
BTW. The object collision has very little effect on the speed of the engine, which is pretty fast on my crappy computer.
coincidence? how about pure cosmic convergence!