Engine with decent car physics implementation
Started by Wrks, Oct 31 2009 06:12 AM
12 replies to this topic
#1
Posted 31 October 2009 - 06:12 AM
I'm looking for an engine with a decent built-in car physics implementation. I looked at NeoAxis Nmechanics, but the website is offline for months now. And by decent i mean actually playable, not just PhysX wheel colliders thrown at some random model. And i really care just about the physics implementation, everything else can be arranged.
#2
Posted 31 October 2009 - 06:46 PM
Hi Wrks,
You may use Irrlicht engine to render ur game, and if u want to do so u can try this.
http://www.codeproje.../IRRCarSim.aspx
This is a good example of car physics and searce in irrlicht forum, i hope u will like it.
Good Luck
Regards
You may use Irrlicht engine to render ur game, and if u want to do so u can try this.
http://www.codeproje.../IRRCarSim.aspx
This is a good example of car physics and searce in irrlicht forum, i hope u will like it.
Good Luck
Regards
#3
Posted 04 November 2009 - 06:26 PM
Any others? Torque and Unity implementations are pure shit. And no source.
#4
Posted 04 November 2009 - 06:27 PM
It sounds like your requirements are fairly specific; you might just have to get your hands dirty and build it yourself.
reedbeta.com - developer blog, OpenGL demos, and other projects
#5
Posted 04 November 2009 - 06:43 PM
There is no reason to spend time and efforts building such a generic physics implementation. That's why we're looking for something to purchase. Unfortunately, not even top-notch engines like Vision had car physics. Apparently, in the middleware business, car physics are just PhysX wheel colliders.
#6
Posted 04 November 2009 - 07:19 PM
It's more than just wheel collides. It's types of joints, etc. Have you tried Bullet? I think most people are using physics engines for vehicle physics. Otherwise there's ODE. There are bindings for ODE with Ogre. Horde3d has bindings for Bullet. Check the Bullet forum to get some information on how physics engines are used for vehicles. Obviously a big part of it is going to be wheel friction, but there's spring joints, etc, and you apply force to the wheel rotation. You can set it up yourself, or probably find an implementation. I doubt anyone is just using wheel collides, I think you are being misinformed.
Currently using Blender 2.5, FlashPunk, and Unity.
#7
Posted 05 November 2009 - 12:54 PM
remember, if u want to make a car racing game or something like that, use an engine just to load ur 3d staff or Ui and code the rests yourself. U can use an engine with car physics system implementet, but than you will have to work within a limitation. You won't get what u want. Why don't u try "Rad3D".
#9
Posted 05 November 2009 - 11:23 PM
I have been seraching for best physics engine for race just like you!
So after I test some engine I found the newton game dynamics engine the best. if you download the sdk you will found a open source sample which show you all you want.
So after I test some engine I found the newton game dynamics engine the best. if you download the sdk you will found a open source sample which show you all you want.
#10
Posted 06 November 2009 - 05:00 AM
well, it is not about coding, it is about using. like drag and drop.
#11
Posted 03 January 2010 - 07:44 PM
Try 3Drad , ww.3drad.com , it's mostly about car physics - check out the demos I made in my sig.
www.tinystudents.com
www.nadergator.com
www.nadergator.com
#12
Posted 05 January 2010 - 02:55 PM
Wrks said:
There is no reason to spend time and efforts building such a generic physics implementation. That's why we're looking for something to purchase. Unfortunately, not even top-notch engines like Vision had car physics.
How about http://www.carx-tech.com/?
BTW, I suspect you won't find lots of specialized physics middleware implementation in a happy-and-free package that may satisfy your particular realism needs. Just because an engine is larger/more expensive doesn't mean they have more specialized components. In fact, companies like Trinigy won't pigeon-hole themsleves by specilizing. That'd be stupid.
It's like shopping for a custom house with uncommon requests in a large housing development with four cookie-cutter models.
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.
#13
Posted 23 January 2010 - 05:58 PM
Gamestudio has car physics, and an excellent tutorial.
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