Archive for the ‘cart’ Category

Revised Cart Physics

Friday, October 3rd, 2008

Having read through Marco Monster’s car physics document (from this post) I thought I’d make some adjustments to the way my cars accelerate. Turns out that I had pretty much got it right, but there was one important factor that I hadn’t considered – air resistance. This is a big one because it incorporates the square of the car’s speed. This means that as the speed of the car increases, the resistance increases exponentially. Currently I have a maximum speed limit for the car, which is a bit clumsy and I’ve never really been comfortable with, as it’s another “magic constant”. With this method the car will eventually top out all on its own and I can remove a bunch of max speed tests. Following the jump, I’ll explain how I took the equations presented in the paper and put them into Box2D to provide something useful. I’m simplifying the model as presented in the paper, since I don’t really need it all (I’ve removed mass transference, gearing, torque ratios etc.) because I’m using carts. I might put in gearing at a later date, but I’d always rather having something working first and then change it if it isn’t fun enough :)
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Racing Game: Moving into the 3rd Dimension

Friday, September 19th, 2008

So far, I’ve been working with Box2D’s debug mode, which provides a really quick way to test out your physics model to make sure it works, but doesn’t exactly look pretty. The next step was to make it look a bit better.
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Real Car Physics

Thursday, September 18th, 2008

This website here has a link to a document that shows how to do realistic car physics (thanks to John from Unwrong for pointing me in the right direction). Scroll down to the bottom to find the link. It’s really in depth!

LINK

Building a top down racing game Part 1

Tuesday, August 26th, 2008

Currently I’m developing a top down racing game in Flash for a client and thought I’d share the process that I’m going through. I’m not going to be posting any code, as it’s a client project, but I will try to explain how I worked various bits out so you can make your own :)
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