Physics in a car driving simulation

spinnerbox

  • Posts: 166
Check this game guys: http://www.kongregate.com/games/matheusbr0/grandprix-management

Not necessary to play the whole game, just pass one level of it.

I need to program a car like that seen from top driving on a tarmac road and also gravel.
I know there is physics in Stencyl but I haven't worked before on game that includes real physics. So I am a bit confused.

From the more experienced, is it possible to program a car with real physics in Stencyl, with the requirements above?

sdieters

  • Posts: 2068
the game above makes use of pathfinding, not physics.

depending if you want to controll your own car, you can simply create your own car controll behaviour with lots of variables which influence the cars handling.
My new profile is TheIndieStation.
When you see a recent post with this name, i'm probably using my phone. So dont mind any typo's =p

spinnerbox

  • Posts: 166
Yes, true, it is path finding. But I want real physics. :D How do I start? There is speed, acceleration, centrifugal/centripetal forces, inertia, gravity forces, mass :D

Ok so I can do it in Stencyl, great :)

sdieters

  • Posts: 2068
yes you can do it in stencyl, but not using it physics. you need to come up with your own system to "fake" the physics.
if you need help, let me know =)
My new profile is TheIndieStation.
When you see a recent post with this name, i'm probably using my phone. So dont mind any typo's =p

GuyCockcroft

  • *
  • Posts: 193
I've been trying this recently. You can sort-of fake it up. I ended up using two actors stuck together with a joint, one dragging the other around. Problem is, you can't use friction from a top-down perspective because it only works on the collisions between different shapes (think side-on view rather than top-down). You can alter the weights of actors, but not much else would influence the handling for a top-down perspective. I'd love to know if anybody else has had any success with this though.


sdieters

  • Posts: 2068
i have done this before.
having fully customizable acceleration rates, roll-out rate, steering rate(depending on the speed) stuff like that. its not easy, but it is doable =)

you just need to create allot of number attributes and a hell lot of math
My new profile is TheIndieStation.
When you see a recent post with this name, i'm probably using my phone. So dont mind any typo's =p