Hmm, seems to work but turning wheels is very slow and I cant get vehicle to move forward or backwards… same was happening with the original vehicle demo. Any idea?
I’m using 2.41. Do I need a CVS version for this?
You’re supposed to use the build erwin gave in this topic…
Dewd I hate when you flip your car and it catches fire
actual ingame screenshot no photochop
lol, i hate it when that happens in GTA
thats where I got the idea from :]
wow My eyes keep drifting towards that ragdoll demo…anyone know how to achiee those physics with seperate bones…
Hello Erwin,
Thanks for new build ant bugfix.
it tested it and maybe found a bug, with instantAddObject not always detect the collosion sensor.
here is the blend file:
http://users.atw.hu/tartalom/collideWihtInstantAddedObject.blend
some other question:
possible set somehow for hinge rotation constrain? i.e i set form 20 degree to 130 degree rotation.
When crash blender with armatures? because i made a test file an armatures with mesh deform and works with old blender2.41 too.
and what miean the “raycast” at vehicle demo?
ciao
edem
A new 2.42 Game Engine / Bullet preview 18:
Win32:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender-2.42-win32-preview18.zip
Linux:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=blender-linux-2.42-preview18.tgz
Use with preview 17 demos:
Physics Demos:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=physics_demos-2.42-preview17.zip
Graphics Demo, including GLSL Parallax Mapping:
http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=graphics-demos-2.42-preview15.zip
This time some bug fixes, and Sumo is disabled/replaced by Bullet.
If you really need Sumo, please use 2.41.
(NEW)- kinematic interaction with rigid body, allows IPO and MotionActuator (dloc/drot) interaction with dynamic/rigid bodies
(NEW)- after loading a 2.41 or older SUMO file it will automatically enable Bullet. However you can switch back, and save.
-
Bullet Baking fixed (first frame was not recorded, and now it records from the ‘currentframe’ onwards)
-
PropertySensor Changed/MessageSensor triggering IpoActuator behaviour changed so it plays animation
-
Bullet Physics/Raycast improvements
-
bugfix/feature: ‘dynamic’ non rotating rigidbody, useful for ‘character control’
-
bugfix: collision sensor on ‘added objects’
-
vehicle demo (raycast vehicle)
-
hinge constraint, and new demo ‘4x4 wheel’
-
collision sensor support (‘triggers’)
-
ghost / trigger rigidbody support (collision detection but no contact response)
-
several other Bullet fixes / improvements in collision detection and constraint solver
-
increased the logic tickrate from 30 to 60 hertz (experimental),
Oh…my…gawsh!!! :eek:
Bump mapping! Thanks erwin!
Q- Is it possible to use other bump maps? If so, could you breifly explain how? I went into the demos and messed up the material and texture options, and no matter what it was still bump mapped.
i must say this rocks
bullet and havok are the only 2 engines i can say i konw i have used (eithe making a game using it or playing a game using it)
I downloaded no. 18 and tried to use an appended track from another demo to the car example so I can ride the car down it. In certain cases wether it’s in a certain location or falling while spinning in certain areas the physics shoots up to 70 % and the framerate goes down to 6.
Oh, and something you can try.
1). take the physical car demo
2). Make a big wall just off the edge of the track and rotate it like this
----- /
-
- track
/ - wall
- track
3). drive the car into it, it tumbles through the wall
That is likely ‘bad artwork’. Which means too many triangles/detail per square meter.
Do you have a .blend please? I’m bored driving on that flat plane
Thanks,
Erwin
<removed preview19, it causes some crashes>
Oh, and something you can try.
1). take the physical car demo
2). Make a big wall just off the edge of the track and rotate it like this
----- /
-
- track
/ - wall
- track
3). drive the car into it, it tumbles through the wall[/quote]
Just so you know
1). Once it snaps to 6 frames a second it doesn’t snap back, no matter how undetailed it is.
2). When falling in certain areas, it doesn’t really slow until you’re below everything in the scene
3). I’m using the car from your demo.
And the other thing, and let me try to explain in more detail
You have the flat plane and you have a wall off the edge, if you tilt the wall so the car falls on it near a 90 degree angle it goes through.
EDIT: as of no. 19 the going through seems to be fixed.
If it’s too much detail causing the slowdown, how else are we to make complex car scenes?
it seems to run faster even though it has the same framerate
and mabye i can make a track
and the replace mesh actuator dosn’t deform the mesh yet… Please??:o
Nice Icon…
Edit: The Ray Sensor Works Right Again Thanks
Has anyone else seen the bump map demos? How can I use my own bump maps?
I only got the parrelax demos, my graphics card does support the parrelax with specular on it in one of the demos but having it on everything with physics would really slow things enough to not be able to make a decent game.
Hmm… all is well, but certain collision situations (mostly rolling spheres) still slow down my framerate to a crawl.
the demo link preview24 is broken
never mind
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