-
Posts
230 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Blog Comments posted by Charrua
-
-
congrats!
to you and your cars
- 1
-
Ultra App Kit Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I got it vía kikstarter, I received a beta 4 months ago. It shows on steam (today) but is on "coming soon state", I have received steam and leadwerks key, but I don't have any download link. How do I access the official 1.0 release?
Thank's
-
congrats, yea, joints are very interesting, some time ago, with blitz3d+jv-ode i did some interesting things... some of them i try to re-do in leadwerks: cars, and some transporting bels, forklift etc.
guess i upload that some where...
- 1
-
congrats
it is just two motorized hinges? or some vehicle feature?
haven't had time to play with leadwerks new features...
- 1
-
nice fence
-
i do like the way the cars behave at low speed with leadwerks physics, but, as speed rises it shakes so much, so for omega i was using something like:
self.entity:SetOmega(omega.x/(1+2*currentSpeed/maxSpeed),omega.y/(1+currentSpeed/maxSpeed),omega.z/(1+2*currentSpeed/maxSpeed))
this way, i use the omega practically unaltered at low speed and then as speed rises and goes near maxSpeed, the x,y,z components are modulated
playing with the 1+2* or 1+1* or 1+5* i get more or less attenuation on desired axes.
I do not play with your car, stiil, I will for sure, in the video it looks and behaves very well, but so much rigid at low speed (for me )
the x5 is still in my mind.. will try, thank´s for sharing all this stuff
-
self.Tires[n]:SetOmega(self.Tires[n]:GetOmega()*Vec3(5,5,5)) --------- make the car go faster
very smart!
--Smoothing: if turning==0 then self.entity:SetOmega(self.entity:GetOmega()*Vec3(-1,-1,-1)) else self.entity:SetOmega(0,turning*Gas,0) end self.Axes[0]:SetOmega(self.Axes[0]:GetOmega()*Vec3(-1,-1,-1)) self.Axes[1]:SetOmega(self.Axes[1]:GetOmega()*Vec3(-1,-1,-1)) self.Axes[2]:SetOmega(self.Axes[2]:GetOmega()*Vec3(-1,-1,-1)) self.Axes[3]:SetOmega(self.Axes[3]:GetOmega()*Vec3(-1,-1,-1)) self.Axes[0]:SetVelocity(self.Axes[0]:GetVelocity()*Vec3(1,0.5,1)) self.Axes[1]:SetVelocity(self.Axes[1]:GetVelocity()*Vec3(1,0.5,1)) self.Axes[2]:SetVelocity(self.Axes[2]:GetVelocity()*Vec3(1,0.5,1)) self.Axes[3]:SetVelocity(self.Axes[3]:GetVelocity()*Vec3(1,0.5,1)) -- fake wheels update: self.Wheels[0]:SetMatrix(self.Tires[0]:GetMatrix()) self.Wheels[1]:SetMatrix(self.Tires[1]:GetMatrix()) self.Wheels[2]:SetMatrix(self.Tires[2]:GetMatrix()) self.Wheels[3]:SetMatrix(self.Tires[3]:GetMatrix()) self.Wheels[0]:SetPosition(self.PosWheels[0]+Vec3(0,self.Amortisseurs[0]:GetAngle()/6,0)) self.Wheels[1]:SetPosition(self.PosWheels[1]+Vec3(0,self.Amortisseurs[1]:GetAngle()/6,0)) self.Wheels[2]:SetPosition(self.PosWheels[2]+Vec3(0,self.Amortisseurs[2]:GetAngle()/6,0)) self.Wheels[3]:SetPosition(self.PosWheels[3]+Vec3(0,self.Amortisseurs[3]:GetAngle()/6,0)) end
too much tuning on all of this constants... very nice!
- 1
-
nice!
-
Sphere is placed by math at the center of the 4 wheels, so, as you say, any shape is ok. The camera uses the orientation of the real chassis, for that reason it has this strange behavior. I still use a 100 mass car, an strength is scaled as speed rise.
The chassis hits the ground and has 0 friction, I guess is better to hide it and let the fake chassis look nice and slow, perhaps I reduce the movement using some average values to reflect or simulate a more realistic one...
-
About krazy tests...
video captures are so glitchy, i guess is the combination of leadwerks and the video capture sofware..
There are 4 lines of text, the first two are what is the speed aplied to the wheels and so, the estimates speed, based on diameter*PI in m/s and km/s
The last two lines are based on real distance travelled (taking chassis positions each second and calclating distance, with vec3 distance to point function)
I placed the chassis underground and it behaves ok, but beaware of not jump!
The white sphere (is a fake chassis) is placed by hand doing an average of the position of the 4 wheels.
if you set the property Hidden on the editor, then jumps are ok
but, behavior is not much as realistic as it should, when you stop, the chassis seems to do a pendulus movement..
now, the following two test are with the cassis in the correct place, seen/not seen.
When chassis is correctly placed, as marcosuik says it tends to touch the floor and seems to try to fly
I am using strength scaled (increased) by car speed.
Juan
-
Thanks, I will try it, I was applying scaled strength based on speed in my last (not published still) tests..
Also doing not so logical tests :), but with good resultsresults
-
If you get lost, you may PM me in spanish, but I do prefere to continue the therad in english, so, it keeps being usefull for the rest of the members.
As you may know from my username, I'm from Uruguay, Montevideo, the southest Capital of South America
Charruas was the ones that habit these lands before european came.
Juan
- 1
-
look in my previous blog: simple car, in it you have all that you need.
look at the wheel.lua script and see how do I control the velocity and in steer.lua how do I control steer.
read it carefully, try to learn how the whole project works.. and you will find what you need. The zip file included on the blog has the entire project which is basen on Lua exclusively so any Leadwerks user might use it.
- 1
-
yes, for a tire you have to place the hinge at the same position of the tire (which is it's center also)
- 1
-
bisagra = Joint:Hinge( 0, 0, 0, 0, 1, 0, self.puerta, self.entity )
you are creating the joint at 0,0,0 so it will be at this position (bisagra = Joint:Hinge( 0, 0, 0, 0, 1, 0, self.puerta, self.entity )
you have to place the hinge in the correct position, to the left of the door. If you decide to create the hinge by code, then, look on the editor whic are the x,y,z world coodinates at the left of the door and use these values on your code.
-
thank's, i have been doing some trials... without much success trying to get events and objetcts from cpp created lua side... i will read and try what you posted here...
and
but... no one answer... seems to be a black hole on this topic
hope your blog bring to me some light at the end of the tunnel
Juan
-
4.5 Beta Now Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
gui seems to stop working
if I press scape, menu appears but do not react to mosue clicks..
(testing only a lua project) some other old joints/vehicle scripts of mine seems to not work as it did also :(, guess i have to wait some time
-
Leadwerks Game Engine 5 is Coming
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
QuoteI purchased a subscription for myself and it will be interesting to see how the system works when it comes time to renew.
I received a renew some days earlier, supposed i'll be informed of a new debit, but instead i have to re do the payment, no problem at all.
-
Leadwerks Game Engine 5 is Coming
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I used PayPal, no problem at all
Order #21
that's mine
keep the good work!
- 1
-
Leadwerks 5 Beta Rollout
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
LE 5 will be windows and linux or windows only?
Will it has 2 versions, i mean Lua only and PRO: C++ and Lua?
-
he, he, i edit the code blocks, they were unindented, and i hate this!
also i noticed that my public dropbox folder isn't public any more.. that's weird.. the project posted and other things all over other posts are not available any more
will have to fix this
-
big thank's
-
really good news, waiting for the official release
-
another chart in which my country do not appear! lol
Upgraded car physics (demo)
in Marcousik's Creations Blog
A blog by Marcousik in General
Posted
very nice!
congrats