vehicle and tire

yan007

06-07-2010 07:24:40

Hi all,

I was wondering If OgreNewt updated the Vehicle and Tire classes to the newton game dynamics 2.x ?
I heard those classes changed in 2.x so I want to know if they are still usable ?

Y.

kallaspriit

06-07-2010 15:55:03

If you mean the old vehicle joint of NGD 1.5, then no, these are not available in 2.x any more. I am working on ray/convex cast car and I might make it public some day :)

SFCBias

06-07-2010 15:55:42

Im not quite sure but if you take a look at kallaspriit's MinimalOgreNewt Application, i believe there's some things related to creating tires and a car etc which is made for Newton 2.0. You can find it here http://code.google.com/p/minimal-ogrenewt/

EDIT* looks like he beat me to the reply ;)

kallaspriit

06-07-2010 16:32:23

In that demo, I'm simply using bodies and hinge joints.

You can create whole complex suspension systems out of custom joints, but because of big mass differences, these aren't perfectly stiff. Julio is aware of the problem and hopefully a solution for this will be found someday :)

yan007

07-07-2010 19:38:38

Ok, thanks for the responses,

do you now if NGD will support a ray/convex cast car or something else so we shouldn't created it manually based on joints?
I found the vehicle class very easy and helpfull ..

Update
I checked the NGD 2.x and found there are two joints created:
-CustomMultiBodyVehicle
-CustomDGRayCastCar

They are now in the CustomJoints, didn't find them in the OgreNewt source so I assume they aren't wrapped yet? (will this be implemented in the future?)
I did saw OgreNewt_RayCastVehicle.h but i assume thats not the customjoint from NGD as it inherits from Joint (RayCastVehicle: public Joint)

I am working on ray/convex cast car and I might make it public some day
Is OgreNewt_RayCastVehicle.h what you mean?, so it's not finished yet?