Vehicles :-)

Published July 12, 2005
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I'm still putting in hours on these vehicles...it's worth it though...I now have a fully simulated gear gox, transmission, drivetrain, engine, and brakes on all of the cars. Right now I'm just using a linear torque curve with the maximum torque value for each vehicle to look up the torque at each RPM...simulating the actual torque curves of each vehicle is a little out of the scope of this game ;-).

I'm plugging in realistic values for the mass, max torque, redline, differential and the gear ratios, so the cars accelerate through the gears very realisticly. I've got 3 different drivetrains simulated (4 wheel drive, Front wheel drive, rear wheel drive). I use all this to figure the exact torque values to plug into Newton, it really works out great. Here's a image of how the cars are looking so far...I'll have more pictures soon, and a video showing a car chase hopefully...

- Dan

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0 likes 11 comments

Comments

Sir Sapo
When you say they will have realistic handling, do you mean Gran Tourismo realistic, or Grand Theft Auto?
July 12, 2005 09:49 PM
dgreen02
A healthy mix of the two :-)

I think that would be the sweet spot...not too diffucult, still easy enough so you can make your way around the city easily. Plus I'll have some cool effects/touches that people in the Gran Turismo crowd could appreciate. Probably closer to the handling of a GTA type game though. The game is a real time strategy game at heart...all this stuff is just icing on the cake...to pull the player even farther into the game.
July 12, 2005 09:54 PM
Rob Loach
[Napolean Dynamite] Have you taken it off any sweet jumps?
July 12, 2005 11:14 PM
dgreen02
Haha :-p

I've let it fall from high up but I havn't really tested jumps yet, I'll think I'll try that after I finish getting the first 10 cars into the game later tonight.

*Do the chickens have large talons?*

http://www.ebaumsworld.com/videos/napoleondynamitespellingbee.html

I just remembered this video, it's quite funny ;-)
July 12, 2005 11:45 PM
ildave1
Sweeeeeeeeeeeeeeet

>.<

Keep up the good work!
July 13, 2005 03:34 AM
paulecoyote
looking awesome
July 13, 2005 05:48 AM
The Forgotten Mindset
Wow, simulated manual controls...

Cool :)

Btw, do you have a clutch button?
July 13, 2005 07:19 PM
dgreen02
I havn't coded up the manual transmission stuff yet (would take 2 seconds to do though), but at the moment I am simulating a clutch in some cars (mostly the sports cars, it's a cool effect to see the car slow down for a second and then accelerate when it's shifting gears).

The cars like the taxi, police car I don't simulate a clutch because you'll never find a car like that with a manual transmission. I have it shift gears much faster/smoother.
July 13, 2005 08:39 PM
dgreen02
I don't think I'm going to actually have a clutch button that the user can press...though I am simulating a clutch in my transmission code.
July 13, 2005 08:43 PM
The Forgotten Mindset
Ah well, I've always wanted to play a game that let you hit the clutch. :)

On a console, pressure sensitive shoulder buttons would be ideal (gamecube). But on anything else, say, a PC, you could probably just time a button (like those old mario golf games).

Some people would hate it I'd think, but I'm going to try and put it in my game, at least as an option.
July 15, 2005 10:08 AM
dgreen02
Yea I was really thinking about adding a clutch button, but the nubmer of people that would actually use it...ehhh I don't know if it would be worth the time...if vehicles were a huge part of the game I would do it...but as it stands now the simpler the interface the better.

- Dan
July 15, 2005 08:06 PM
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