Does anyone have any good URLs that explain how to apply physics to a
sprite to make it act like a car does? Preferably one that either
treats the reader like a moron, or one with example code.
So far I can simulate acceleration/deceleration, and make the car go in
a particular direction (basically I’ve got an asteroids clone, but with
car graphics).
I’m now having trouble working out how to make the car skid round
corners. At the moment it just turns in a neat arc which isn’t too
realistic*.
I don’t want 100% realism - I’m making a SuperSprint clone, not a
completely accurate car simulator, but my current code feels "wrong"
when you go round corners.–
I will not prescribe medication
Heh, if you’re American, you might not like the picture on their
titlepage Oh! it’s the little Java car simulation linked from the
other page.
I did find one page that had some example C code too, but as with all
things google, if you forget the search text, the page has gone
forever.On Sun, Apr 07, 2002 at 11:00:39PM +0300, Timo K Suoranta wrote:
I have it, but only skimmed it so far. It looks like the real deal.
There’s a whole chapter on car simulation, including a section on banking.> ----- Original Message -----
From: james@piku.org.uk (James)
To:
Sent: Sunday, April 07, 2002 2:47 PM
Subject: Re: [SDL] Re: Game physics
On Sun, Apr 07, 2002 at 11:00:39PM +0300, Timo K Suoranta wrote:
|
| Google is your friend. Google with ‘car physics’.
Is that book “Physics for game developers” (ISBN 0596000065) worth
buying?
Look at gamedev.net there is a series of articles about racing physics.
It’s quite good stuff and layered in such maner, that when the basics
are in control, people can concentraint on the topics they want to
improve in.On 2002.04.07 20:50 James wrote:
This might be off-topic…
Does anyone have any good URLs that explain how to apply physics to a
sprite to make it act like a car does? Preferably one that either
treats the reader like a moron, or one with example code.
So far I can simulate acceleration/deceleration, and make the car go
in
a particular direction (basically I’ve got an asteroids clone, but
with
car graphics).
I’m now having trouble working out how to make the car skid round
corners. At the moment it just turns in a neat arc which isn’t too
realistic*.
I don’t want 100% realism - I’m making a SuperSprint clone, not a
completely accurate car simulator, but my current code feels "wrong"
when you go round corners.
|
| Google is your friend. Google with ‘car physics’.
Is that book “Physics for game developers” (ISBN 0596000065) worth
buying?
PMFJI, but…
I looked at thayt book last night, and I too findmyself in the position of
being several years out of math/geometry/physics schooling, and being quite
bewildered as to how to do certain things. That book will make you cry.
It is NOT geared towards a beginner in any way, shape or form. I saw it on
the shelf and went “score!” until I actually picked it up. Pages and pages
of cryptic formulas, with little to no explanation. Avoid it if you are
looking for a ‘Physics for Dummies’ leve book. (As I am).
-HaB>From: James
Reply-To: sdl at libsdl.org
To: sdl at libsdl.org
Subject: Re: [SDL] Re: Game physics
Date: Sun, 7 Apr 2002 22:47:55 +0100
On Sun, Apr 07, 2002 at 11:00:39PM +0300, Timo K Suoranta wrote:
Invest in the book Physics for Game Developers, from O’Reilly.
It seems to be exactly what you are looking for.
-JohnOn Sun, Apr 07, 2002 at 06:50:28PM +0100, James wrote:
This might be off-topic…
Does anyone have any good URLs that explain how to apply physics to a
sprite to make it act like a car does? Preferably one that either
treats the reader like a moron, or one with example code.
So far I can simulate acceleration/deceleration, and make the car go in
a particular direction (basically I’ve got an asteroids clone, but with
car graphics).
I’m now having trouble working out how to make the car skid round
corners. At the moment it just turns in a neat arc which isn’t too
realistic*.
I don’t want 100% realism - I’m making a SuperSprint clone, not a
completely accurate car simulator, but my current code feels "wrong"
when you go round corners.
–
John R. Hall - KG4RUO - Stranded in the Sol System
Student, Georgia Tech; Author, Programming Linux Games
I purchased the “physics for game developers” book a little while ago (as
soon as it was published, I saw it on Amazon and also went “Score!”) and when
I first started reading it, I started to get my “Hard Math” headache… But
as you read on you find that the maths is explained quite well and there are
lots of diagrams to help you to get a feel for what’s going on. Also, the
source code examples seem quite thorough (Although I’ve not tested them,
They’re in C and I’m a pascal man)
I’d recommend that you get the book, read it and see what you think. if the
math troubles you, get a book on maths to help you out. Because, to be
honest, you’ll need the maths eventually anyway. Physics and maths are very
closely tied.
Also… I’d recommend that you take a look at “Mathematics for 3D Game
programming & Computer Graphics” by Eric Lengyel ISBN: 1-58450-037-9
There is an excellent trig reference section at the back which may be
helpful. That book may be a bit much for the beginner though.
Just my 2 pence
Jason> >On Sun, Apr 07, 2002 at 11:00:39PM +0300, Timo K Suoranta wrote:
| Google is your friend. Google with ‘car physics’.
Is that book “Physics for game developers” (ISBN 0596000065) worth
buying?
PMFJI, but…
I looked at thayt book last night, and I too findmyself in the position of
being several years out of math/geometry/physics schooling, and being quite
bewildered as to how to do certain things. That book will make you cry.
It is NOT geared towards a beginner in any way, shape or form. I saw it on
the shelf and went “score!” until I actually picked it up. Pages and pages
of cryptic formulas, with little to no explanation. Avoid it if you are
looking for a ‘Physics for Dummies’ leve book. (As I am).