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Cars and Newton Physics

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dgreen02

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I've recently contracted an artist to make 15 cars for Gang War. The interiors/trunks are fully modeled, the doors/trunk is animated, there is damage....and I told him to keep it under 1500 triangles. I got the first one (Police Car/Taxi) the other day and I'm very happy with the way it looks, I really can't wait to get them all into the game. I'll post a screenshot at the bottom of how it's lookin'.

When I first started making the game, I went with ODE for the game physics....a few months ago I switched to Tokamak, and was a lot happier. Now, I'm moving on to the "Newton Game Dynamics" library ( http://www.physicsengine.com ). It looks so much better than both of the other libs I used. I've just yanked Tokamak out of the game, and I'm just starting to put Newton in.

I'll be able to do so much more with this library, including...yes...ragdolls. I'm hoping to have ragdoll physics on all of the characters in a couple of days. I was playing HL2 recently and I really noticed how much the physics added to the gameplay/funfactor and I decided to go all out on my game...I'll have an update on this in a few days :-)

- Dan

[Edit] - Posted a screenshot of the taxi cab, which is a re-texture of the policecar model.




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I can't be sure, but I don't think that's reflections, just part of the texture(based on previous screenshots of cars where there weren't any reflections). Anyway, as always, this is awesome job. So awesome that it makes Mushu seeing things :) (if I'm right).

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lol, thanks for the comments guys! Yes you're correct, those reflections/lines are a part of the texture. It does have a reflective look to it, but not too overbearing...he really did a great job on the texture, he packed everything (normal car, damage,interior,underside,trunk and all) into a single 512x512 texture.

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There's nothing wrong with Tokamak, it's pretty easy to implement and has a lot of strong features.

Just check out the docs for Newton, it's an indie developers dream SDK. I really like the way they set the whole thing up around real world units, and how it has several solvers and friction models you can choose from. Plus they have containters for ragdolls and vehicles...and support for more joint types than any other "free" physics SDK.

Somebody actually implemented a realtime trampoline using Newton....anything is really possible with it. ( http://www.physicsengine.com/forum/viewtopic.php?t=1462 )

It's strange that it took me so long to come around to it.

Obviously Newton is just a placeholder until I can put the 20 grand down-payment on a Havok license ;-) lol

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