Author Topic: I fixed vehicle physics - no, seriously  (Read 11075 times)

Yes. It MIGHT be part of a bigger mod to replace RTB. More info on that soonish.
Stoked
« Last Edit: September 28, 2015, 12:36:44 PM by SWAT One »

I joined your SpeedKart Server, and when my kart lands in a tilted angle or when it flips over, it bounces like crazy.

I joined your SpeedKart Server, and when my kart lands in a tilted angle or when it flips over, it bounces like crazy.
Yeah, I think it's because everything is currently resolved as a collision with no contact checks. I'm adding the new contact resolver now.

Idk but I might be the only one who prefers speedkart on current physics. Space launches really are not common if you drive in a smart manner and I've pretty much learned the knacks of using the physics to my advantage.

This, also magic carpets, they have the worst physics.
>ball

Update!
Code: [Select]
- Removed vehicle-to-vehicle collision solver for now, caused crashes
- Vehicles now constrain correctly (you can balance a jeep on a fire hydrant etc)

Vehicle-to-vehicle sumoing is back in and I've fixed the devide by zero crash. Just need to implement the convex object changes and this'll be perfect!
« Last Edit: September 29, 2015, 06:31:27 PM by chrisbot6 »

When will a testing server be up?



i'm actually really looking forward to this, keep up the good work

I think badspot should put this in blockland  :cookieMonster:
not until someone manages to perfect it. these type of "hacks" create more issues than it solves


not until someone manages to perfect it. these type of "hacks" create more issues than it solves
Actually, it depends on how you solve it.

Are you hosting today? I really wanna check this out.
If so, when?