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Found 12 results

2. ## C++ Bullet physics: Vehicle shakes and sinks in wall

Hi, I'm trying to fix physics in openrw. Actually we have two problems: - high velocity cars can clip through world geometry https://github.com/rwengine/openrw/issues/76 - weird work of suspension, actually we have tuned susp length, sitffness and max travel to make feel of riding maximal possibly real. But level of stiffness is to high. It's easy to flip vehicle. With reduced level of stiffness and optimal max travel; susp length, wheels are sinking. topic: https://github.com/rwengine/openrw/issues/416 two main files with physics : https://github.com/rwengine/openrw/blob ... stance.cpp https://github.com/rwengine/openrw/blob ... Object.cpp Example of problem: https://youtu.be/m87bJxE9hnU?t=2m50s I will be grateful for help. Btw. running openrw requires gta3 assets I have one steam key for gta if you want to try to test it.

Our first racing project - Supercars Racing. Took over 4 months to complete. Simple AI and physics. Just tried to play with Unity3D and to make something nice looking. Game Description: Enjoy dizzying races on the world's most varied and exotic racetracks. Challenge the most desperate and ruthless racers on the planet and become the undisputed champion. Graphics from the game: renders of levels and cars > Windows Version: Download Free Full Version for Windows or Mirror to Download Windows Version > Mac Version: Download Free Full Version for Mac or Mirror to Download Mac Game
4. ## Clutch Lockup Logic State Machine

Hi fellow game devs, With the help of @CombatWombat in my previous post about clutch modeling, I now have a solid direction for the modeling the clutch. The way I'm doing it is having 2 clutch states: locked and unlocked. EngineRPM and torque will be calculated separately in each state. My problem right now is the logic and code for specifying locking and unlocking. The condition for locking is when (engineSpeed - drivetrainSpeed) in previous update cross zero (different sign) with the current update (to determine if engineSpeed = drivetrainSpeed or not in-between updates) and engineTorque <= clutchTorque. The condition for unlocking is when engineTorque > clutchTorque. The diagram looks roughly like this (taken from matlab website with the similar implementation): However, the 2 conditions are triggers for switching states, not for determine the current state to be in, so in the end my clutch state just jumped around. I don't have a lot of experience in doing state machine, so can some one give me rough code of how to implement this? Below is my rough code: speedError = engineSpeed - drivetrainSpeed; if ((Math.Sign(speedError) != Math.Sign(deltaW) && currentTotalEngineTorque <= clutchReactTorque)) { clutchLocked = true; } else clutchLocked = false; deltaW = speedError; //end of update I think the main struggle is the cross zero. Because cross zero is the "trigger condition" to check if the clutch should lock when it is slipping, not the condition for continuous locking, while the code I have above is the "continuous condition" saying "this condition is true then it is locked/unlocked". Another word, if the clutch is slipping, the condition above would decide if it's locked or not, but once it is locked, the cross zero condition is not true anymore (since speedError and deltaW have same sign as engineSpeed == drivetrainSpeed when clutch is locked). I'm sorry that I cannot explain this better as English is not my first language.

7. ## The Whaler - Dev Update #10

Hey Captains Time for another update, we have been a bit busy in all ends this few weeks, with planning of how the character customization will work and look, as well as blocking out and starting to shape out Nantucket Island. Progress has also been very good regarding "The Pearl" and it is currently on track for the new milestone we have set. Finally, we have also heard the call from the community and the first zone that will be playable will be called "The Myth of The White Whale", we know a lot of followers have been asking questions about Moby Dick, but as this time period wont fit, it makes a possibility for a future set of content after release. If you know the history the book of Moby dick, it was based upon various true stories of other albino whales that ruled the sea, one of these was Mocha Dick, (together with cappuccino orca *phun*) who was a feared whale that supposedly survived over a 100 encounters with whalers in the areas around Mocha island. It is said that when he was killed, he had around 19 harpoons in him before the encounter even started. But the myth started somewhere! Character Customization: Here is the old and early sketch we made to try an visualize how the character customization will look like the style of this will be of old fine art, and you can choose hat, face and uniform in the portrait. Sketch by Dominik Mayer Environment, Nantucket: Captain Zackarias, Environment Artist Captain Zackarias made the Nantucket island and we have now started to block out and placing the assets. Nantucket is hard one, its and Island with almost no trees, and thats pretty hard to get looking good without making it feel to empty, but it is a challenge we have no problem taking on. The most important thing is to get the port looking good and making it seem busy and alive. "The Pearl" A 16th Century Whaling ship: Captain Mike, Ship Builder Captain Mike is working hard and well on "The Pearl", you might have seen some of his ships in another age of sail game, called Naval Action. We are also opening discord for the public, where you can chat with us, give feedback, QAs, sing some shanties or listen to shantie radio! Press the link to recieve the invite https://discord.gg/SUr35k9 I also want to thank everybody who voted for us during the indie awards 2017, we made it to TOP 100 and are currently the only game in upcoming realistic sim for the last vote batch. If you like what you see, we would appreciate the continuous support for the last run of votes! http://www.indiedb.com/games/the-whaler-working-title Thanks again for all the support we have gotten, emails, comments and so forth, it means a lot. With that, I wish you a Merry Christmas and an amazing new year. Looking forward for next year and all it will bring on our front! Cheerio, Captain Tommy

9. ## Wreckfest ! Help me get my track into this game !

Wreckfest is looking to integrate some new tracks in their next release and one of my tracks made it to the final round. I need your votes to make it go all the way ! Please vote for my track right here : https://wreckfest.audiodraft.com/entries/entry/175#.WhARwxeghsA.facebook
10. ## Increasing vehicle realism when turning

Hey guys, We are working on a project that revolves around driving different types of vehicles. We have already created a basic driving mechanism that works very well, but one of the problems we are having is that the vehicles are obviously rotating around their middle (or more precisely, around their center of mass) which doesn't look too realistic. Moving the center of mass towards the front of the vehicle gave a bit better result, but it makes the vehicles more unstable on frontal collisions and bouncing when encountering terrain unevenness. Our goal is to have the front wheels turn first and "pull" the rest of the car behind them. We are not using wheel colliders, rather one rigidbody (attached to the body of the car) to which we add forces and torque. The code itself is pretty simple, it calculates the turn vector with regards to car mass, user input and some other parameters that we added to each vehicle to differentiate them, and then add torque to the car rigidbody with regards to that vector. My question is, have you encountered this problem, and what would be your suggestion on solving it? Thanks
11. ## Virtual SlotCars Prototype body concept

Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)
12. ## VSC Prototype body concept

Hello again everyone, we are delighted to announce that our latest fictitious LMP1 (VSC Prototype) car body content addition is nearing completion, stay tuned for updates! Virtual SlotCars is currently on Steam Early Access, click here for more information! " A Le Mans Prototype (LMP) is the type of sports prototype race car used in the 24 Hours of Le Mans, FIA World Endurance Championship, WeatherTech SportsCar Championship, European Le Mans Series and Asian Le Mans Series. Le Mans Prototypes were created by the Automobile Club de l'Ouest (ACO)." All the best, VSC team :)