is there any tutorials about how to create a vehicle ?
I'm using: OgreSDK 1.6.1 + VS 8.0
BloodyMess.25Feb2009
PhysX_SDK_2.8.1 + PhysX_9.09.0203_SystemSoftware
spacegaier
23-03-2009 17:59:02
Afaik, the vehicle part isn't in BloodyMess yet ?!? Basically, all the things described in the tutorials by me are in (if you also take the non-written parts into account). But as you probably read here, an update is to be published this week with a whole bunch of new things (I've already seen some of them

).
Afaik, the vehicle part isn't in BloodyMess yet ?!? Basically, all the things described in the tutorials by me are in (...)
which tutorials ? I havn't seen any
spacegaier
23-03-2009 19:39:52
ok, but there is nothing about the vehicles ...
spacegaier
23-03-2009 20:11:12
Afaik, the vehicle part isn't in BloodyMess yet ?!? Basically, all the things described in the tutorials by me are in (if you also take the non-written parts into account). But as you probably read here, an update is to be published this week with a whole bunch of new things (I've already seen some of them
).
Yes, as I said, vehicles aren't implemented in BloodyMess yet.
ok, sorry, I misunderstand U...
but, do you know any help's that wouldl show me how to create my own car?
I see that no one cares about my request ...
spacegaier
25-03-2009 17:31:20
I would rather interpret it like this: Noone here who can help you at the moment (at least I can't). The only idea I have, is to have a look at NxOgre 0.9 (the previous stable version), where cars, wheels, and torques are implemented and try to build something similar as long as there isn't anything in BloodyMess.
betajaen
25-03-2009 19:32:33
Use NxOgre 1.0.22T'Latest, it has an excellent wheel system.
Florin
26-03-2009 09:15:41
Is'n it possible only to create one vehicle's dynamics in PhysX and then use it as it is in Ogre, without the need of reverting to NxOgre 1.0.22 Latest ?
spacegaier
26-03-2009 14:03:25
Of course, you can also use PhysX natively / directly in your application (NxOgre doesn't do anything different than that).
Florin
28-03-2009 14:10:07
Well, after testing some PhysX Wheel Shapes demo applicatons and playing with suspension and dumping parameters I didn't saw the realism that I expect for my car simulation. I didn't played yet with D6 Joints, which I've heard it creates more realistic effects because my time is running out and I have to get some good results fast. Vehicle demos from Havok they seem to me much more realistic and I realy don't need more physics effects in my project. I am wondering where can I get that Havok wrapper that
betajaen was talking about in this post:
http://www.ogre3d.org/forums/viewtopic.php?p=288929&highlight=&sid=ce193664e1d3d7c4af509e6f4e2718c6. I couldn't find a link to it during my search on ogre3d.org forums. I'll keep searching though.
Thank you.
betajaen
28-03-2009 14:58:37
I wouldn't bother, I haven't worked on that code in a while now. I haven't had time or desire to do it.
Florin
29-03-2009 05:20:22
I just compiled the source code of "SampleRaycastCar" demo. The .cpp file is located in the "Training Programs" folder of PhysX SDK (2.8.1). After a quick adjustment of 'springRestitution', 'springBias', 'wheelSuspension' and some other parameters, I have seen good results in car's dynamics. I'll see if I can make this work with Ogre

, and maybe I'll stick with PhysX after all.
Florin
29-03-2009 21:44:52
spacegaier wrote:
Of course, you can also use PhysX natively / directly in your application (NxOgre doesn't do anything different than that).
Can I ask hor a hint about a good starting point in getting this write ?
Thank you.
betajaen
29-03-2009 22:15:01
I really recommend you use Bleeding if your going to use Ogre with PhysX and it's NxWheel shape; otherwise you'll end up with a ton of problems when you implement it, which have been solved already.
Florin
01-04-2009 09:04:43
May I ask you betajaen whether you plan to implement WheelShapes in BloodyMess in the near future ? (perhaps even in 1.5.3

please)
Thank you.
betajaen
01-04-2009 09:49:11
It won't be in 1.5.3, I've nearly finished 1.5.3 now. Apart from testing the height field code (which I can leave out) it's almost ready to be released.
penguin
01-04-2009 14:38:03
It won't be in 1.5.3, I've nearly finished 1.5.3 now. Apart from testing the height field code (which I can leave out) it's almost ready to be released.
Please don't leave out heightfields. That's one of the things I need to complete my project. I don't want to use an old version, because then the code interface would change, and I'd have to recode it all.
betajaen
01-04-2009 15:19:53
I was talking about testing the Heightfield class. I've written the related classes, and compiled it. But never actually tried using it. It's based of the 1.0.22T'5 code, so it should work.
Florin
04-04-2009 18:27:47
betajaen wrote:
Use NxOgre 1.0.22T'Latest, it has an excellent wheel system.
Ok, I'll do so. I have Cake running but I really don't know where to start from. Can you please provide me somehow the guide for Bleeding ? This link
http://www.nxogre.org/guide/ doesn't work. And also can you please put me on the write direction in quick achieving something like this
http://www.youtube.com/watch?v=jAibQFrUdzs&feature=related with D6 Joints or RayCast Car ? Perhaps some code samples or some demos ? I am really running out of time. On monday I must present a car dynamics simulation and I just can't get a grip on NxOgre. Some quick replies would be VERY apreciated.
From a newbie.
betajaen
05-04-2009 10:51:48
Florin
05-04-2009 11:53:09
Can you send me the guide for Bleeding ? I can't find it anywhere and I only have some tutorials for BloodyMess which don't fit.
Tnankx!