I am currently working on a game for my final project at school. I have a vehicle that races on a track that is placed on asteroids and the asteroids revolve around a space station.
So for we can race around the track just fine but the dynamics of the racer don't quite fit the 'outer space' theme.
Can someone point me in the right direction for information or algorithms to simulate space steering and motion?
Any help is greatly appreciated.
Help with pod racer motion and steering
Started by norkel, Jan 08 2009 02:19 PM
3 replies to this topic
#1
Posted 08 January 2009 - 02:19 PM
#2
Posted 11 January 2009 - 05:39 PM
If there are wheels in the vehicle...
What is different in space? No/weaker gravity, thus lower friction between the wheels and the track. This means, more sliding and less traction.
It depends a lot. How accurate is the physics modelling? How do you manage the traction for the vehicles? Per-wheel? How do you manage suspension, if at all?
What is different in space? No/weaker gravity, thus lower friction between the wheels and the track. This means, more sliding and less traction.
It depends a lot. How accurate is the physics modelling? How do you manage the traction for the vehicles? Per-wheel? How do you manage suspension, if at all?
#3
Posted 13 January 2009 - 02:56 AM
copy/paste your current algorithm and ill help you put same drifting and space-sliding in it... like in Star Wars: Speed Racer, for N64 and ZX Spectrum.
is that what ye desires?
is that what ye desires?
#4
Posted 13 January 2009 - 03:08 AM
Have you got a screenshot to post of what your doing? im interested.
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