Water and Hovercars

Epic hover-car I made yesterday in about 6 hours…:cool:

Shnazzy Water:). Made over the past few days…

Just thought i’d upload the videos…

Any crit. or suggestions would be greatly appreciated.

Thanks in advance.

Impressive. Cant’ wait to see what else you’ll make.
How’d you get the hovercar to hover?

If I wanted to make a car to appear to hover id just go in edit mode and leave the object center on the ground… or use a constraint actuator and set the diztance from the ground to your desired height. That would be a good approach at least.

Would have been more impressed if the poster did not THINK I would be impressed, thus, I am not impressed. Agree with Nitro’s points.

Tenretni Studio: nice! Keep at it and show us some more- where are you going with it?

Raven IIC : There are a number of ways to get a hover- I’ve experimented with nearly all of them as I too am making an anigravity /maglev vehicle game.

1: Move the origin to the ground- not ideal as this causes problems with collision hull placement.

2: A constraint actuator

3: Use the fH material force to make an upward force from materials ‘push’ the vehicle up. I did use this until I hit a very annoying glitch

4: Use a positive z force of 9.8 to keep an object floating (what I currently use), or switchglobal gravity to 0 in the z axis (not recommended unless you set your game in space!)

5:Use Python to cast a ray downwards and adjust the height when the ray length gets too low / high

I would use 4 and 5 - a python script using rays and setting z force depending on distance and z velocity (some built in damping).

The constant swinging of the camera in the first video gave me a headache :frowning:
The normals on the wood in the second video seemed too strong.
Otherwise I liked the fast response of the hover and the murky underwater scenery.Now expand from here. For example add a V line of ripples/disturbed water on the water behind the hover. Maybe swaying grass by the passing car. Go for it! :slight_smile:

More blender stuff…

Also…
Allan Ocelot, I did not think that you’d think that I thought you would be impressed. I apologize.

And the hovering was done with a web of logic bricks that pushed the vehicle up and kept it (slightly) balanced. Ray sensors are my friends.

Nice work! Hope you keep making the hovercar racing game; looks very good.

Tenretni Studio, you posted a good video, so I accept your apologie. Have some christmas love bro <3

@Tenretni Studio - Indeed. I was wondering how one would do vehicles without using wheels, and this answers my question. Nice job!

in the last video you posted… how did you get the crate to be floating in the water?

Wow very cool project, I liked the flying animations, it look very natural, congratulations!

No animations… all physics my friend.

Although, I’ve hit a wall when it comes to track design…
The ideas are in my head, but putting the proverbial pen to paper is a lot harder than I thought.

It’s not a hover car…

Just messing around with making suspension systems…
This is also one of the first things I’ve made with Baked Ambient Occlusion Textures.