zissakos
11-06-2008 10:38:08
Hi guys,
i finally managed to get NxOgre (1.0-21) to work (with Physx 2.8.1 and Ogre 1.4.8). I tried a vehicle (Box Shape) with a wheelset attached on a racetrack (TriangleMesh). Everything works fine, although it still needs a little tweaking.
Now I have some general questions regarding the physics model to use in my game:
Which is the best physics model to use if I want to make a science-fiction-style racing game like Wipeout or F-Zero etc (cars with no wheels hovering about 1m above the ground)?
1. Using all the Wheelset stuff but with invisible wheels? Are invisible wheels possible actually?
(This would give me the hovering effect for free)
2. Applying forces on the Car Body directly? If so:
2a. Which forces and how?
2b. How would you get the hovering effect (1m above the ground), since the physical representation of the car would be a triangle mesh for exact collision detection?
3. What about those CharacterControllers etc? Would that help me here?
4. Has anybody ever done that with NxOgre? How?
5. How would you do corkscrew tracks without the car falling to the ground (I use gravity since the racing takes place on various planets)?
Thank you in advance!
i finally managed to get NxOgre (1.0-21) to work (with Physx 2.8.1 and Ogre 1.4.8). I tried a vehicle (Box Shape) with a wheelset attached on a racetrack (TriangleMesh). Everything works fine, although it still needs a little tweaking.
Now I have some general questions regarding the physics model to use in my game:
Which is the best physics model to use if I want to make a science-fiction-style racing game like Wipeout or F-Zero etc (cars with no wheels hovering about 1m above the ground)?
1. Using all the Wheelset stuff but with invisible wheels? Are invisible wheels possible actually?
(This would give me the hovering effect for free)
2. Applying forces on the Car Body directly? If so:
2a. Which forces and how?
2b. How would you get the hovering effect (1m above the ground), since the physical representation of the car would be a triangle mesh for exact collision detection?
3. What about those CharacterControllers etc? Would that help me here?
4. Has anybody ever done that with NxOgre? How?
5. How would you do corkscrew tracks without the car falling to the ground (I use gravity since the racing takes place on various planets)?
Thank you in advance!