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AppGameKit Classic Chat / Simple, Tier 1, 3D car physics example (Are there any out there)

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blink0k
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Posted: 24th Oct 2017 02:16
Like the title says. Are there any examples out there? Could someone point me in the direction of the commands (Joints etc)
that i should use to implement a 3D car?
Thanks in advance for any help
hoyoyo80
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Posted: 24th Oct 2017 05:45
+1..would love to learn too..
blink0k
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Posted: 24th Oct 2017 08:26 Edited at: 24th Oct 2017 08:27
I have this so far (Code is in the attachment);
A Body with four wheels. I really do not know if this is the right way to go because i can give it velocity but i cannot turn either the body or the wheels.
Anyone have any ideas?

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Mobiius
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Posted: 24th Oct 2017 10:20
Tier1 doesn't support vehicle physics, but I believe that Stab in the Dark software, who implemented the 3d physics into AppGameKit has vehicle physics working in tier2. (TGC didn't want to pay for this support, even though it had been completed I believe.)

Long story short, it's quite the contentious subject. We ALL want vehicle physics support.
Click here for VR Legend of Zelda stuff
puzzler2018
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Posted: 24th Oct 2017 12:44 Edited at: 24th Oct 2017 12:45
Could certainly have a go at making our own

I have written a ball movement and player movements somewhere - I'm sure vehicle motions wont be that much difficult

I have only started using Visual C# just recently, so I wouldn't class myself as a grand master in this language - but certainly will have a go soon (for Tier 1)

D
Stab in the Dark software
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Posted: 25th Oct 2017 00:15
AGK is really starting to fall behind with out vehicle physics.

The coffee is lovely dark and deep,and I have code to write before I sleep.
blink0k
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Posted: 25th Oct 2017 03:55
So there is no way to even fudge a rudimentary car using tier1 3D physics is that right?
Stab in the Dark software
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Posted: 25th Oct 2017 13:38
Not that I am aware of. If there is I would say it would be very unstable and unusable.
Paul should be able to add it along with all the other missing physics.
The coffee is lovely dark and deep,and I have code to write before I sleep.
CJB
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Posted: 25th Oct 2017 15:30 Edited at: 25th Oct 2017 15:33
We can create hinges and twisting joints with joint limitations and set target velocities etc. I think it would be possible to create vehicle physics with the commands we've got. Didn't Preben have a car driving around in GG loader? Was that using physics? [edit] - No, his car did not use the bullet physics commands. (https://forum.thegamecreators.com/thread/216912?page=2#msg2588411)
puzzler2018
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Posted: 25th Oct 2017 17:44
As the ole saying goes - if put heart and sole into anything -anything can be achieved.

ok AppGameKit Tier1 doesnt have the bullet physics engine - cause thats what it relies on. but no harm in having a go in Tier 1

The bullets physics is copyrighted material (i beleive for C only), and incorporating into Tier 1 is a fee, so it wasnt done.

Unless create our own. as the first point suggests - anything is not impossible if we work hard at something

D
blink0k
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Posted: 25th Oct 2017 20:30
ok. thanks for all your input. i appreciate you all taking the time
Rick Nasher
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Posted: 25th Oct 2017 20:40
AGK really needs vehicle physics.

Would be great if, while waiting for AppGameKit to add them, Stab in the Dark could add vehicle physics in form of some kind of plugin?
blink0k
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Posted: 25th Oct 2017 20:43
Stab in the Dark already did that and there was not enough interest to justify building it
puzzler2018
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Posted: 25th Oct 2017 20:43
bink0k - what are you going to take away from all these discussions on the thread

blink0k
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Posted: 25th Oct 2017 20:45
I'm not quite sure yet. I have to do some research i think
puzzler2018
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Posted: 25th Oct 2017 20:49
Happy coding a 3D vehicle physics to suit your requirements - Ill share my code when I get to it early next year


blink0k
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Posted: 25th Oct 2017 20:50
Hah. No worries puzzle dude. Good luck with your coding
puzzler2018
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Posted: 25th Oct 2017 20:54
What do we need: A vehicle that:-

- As front wheels movement seperate to the rest of the body

- A car wheel which rotates - as well as the front / or back wheels (depending on a 4 x 4 app or a fork lift truck game

- Springs and suspension

- Lights / head / indicators

etc
blink0k
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Posted: 25th Oct 2017 20:56
lights and stuff aren't so important. mostly the physics (first two)
puzzler2018
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Posted: 25th Oct 2017 21:01
I shall have a think - come back to you soon

Stab in the Dark software
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Posted: 25th Oct 2017 22:25 Edited at: 25th Oct 2017 22:31
Quote: "ok AppGameKit Tier1 doesnt have the bullet physics engine - cause thats what it relies on. but no harm in having a go in Tier 1

The bullets physics is copyrighted material (i beleive for C only), and incorporating into Tier 1 is a fee, so it wasnt done."


I would like to correct this statement made by puzzler2018.
puzzler2018 Please only post accurate info thanks.

AGK is using the Bullet Physics engine for Tier 1. Bullet Physics is open source and requires no fees that is why they are using it in
AGK and Game Guru. They only wrapped the basic physics elements to meet the goals of the kick starter. All the rest of the physics is
there already included in the C++ library they just have to wrap it for Tier 1.

Quote: "Would be great if, while waiting for AppGameKit to add them, Stab in the Dark could add vehicle physics in form of some kind of plugin?"


I can not add it as a (Windows) plugin as it would require access to the core of AppGameKit which they do not allow access too for plugin makers.
AGK falling behind. Very SAD!
The coffee is lovely dark and deep,and I have code to write before I sleep.
Rick Nasher
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Posted: 26th Oct 2017 10:55 Edited at: 26th Oct 2017 10:56
@Stab:
Quote: " I can not add it as a (Windows) plugin as it would require access to the core of AppGameKit which they do not allow access too for plugin makers.
AppGameKit falling behind. Very SAD!"


That's very unfortunate. AppGameKit really needs vehicle physics. It's just a basic requirement everyone needs.
(I've also noticed with latest version that shadows seem to be failing when using multiple animated characters while before it was working fine. Pretty weird. I'll reinstall back to the previous version to verify..)
Stab in the Dark software
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Posted: 30th Oct 2017 15:48
If they allowed access to the core of AppGameKit in a plugin then a lot more would be possible for tier 1 plugins.
If anyone is interested in Tier2 advanced physics just contact me on my email.
The coffee is lovely dark and deep,and I have code to write before I sleep.

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