Jump to content

Search the Community

Showing results for tags 'vehicles'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • klepto2's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Ultra Software Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • Runenrise and more
  • reepblue's Blog
  • Slippy's Corner
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • UltraEngine - Experiences, add-ons and other Stuff
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • noob_shaders
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • Game Ready Maps
  • Ultra App Kit (Advanced Custom Widgets)
  • Poking around
  • SALVATIONLAND
  • Blender tutorials
  • Usefull Scripts & Components
  • Thirsty Panther
  • Ultimate Action Game Controller

Forums

  • Software
    • General Discussion
    • Programming
    • Game Artwork
    • Showcase
    • Suggestion Box
    • Bug Reports
  • Addons
    • Extensions & Plugins
    • Components
    • Addon Development
  • Platforms
    • Windows
    • Linux
    • macOS

Categories

  • Streams and Events
  • Tutorials
  • Games
  • Work in Progress

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

Found 4 results

  1. > This is defintely the best result I obtained with Leadwerks physics to build a car; I think this car is good enough so that it could be used in a game. > The car reacts depending on terrain, feeling different if climbing or driving down. The car allows speed driving until 140-160 kmh > The dampers became an upgrade that give me the possibility to construct car over 200 kg. That means simply that the cars drive now with much more stability and give for the player heavier feeling. > It approachs the feeling you get in games klike GTA 4.. Even if the car doesn't really get out of control like sometime it happens ingame when cars are drifting. > Car balancing and transmission could get more fine tuning, but this should be no problem. Here is the demo:
  2. Hello Debuting 2022 with a very first try of a level design for my offroad game project I try to construct with Leadwerks 4.6 The map needs a lot more improvements. There are a few bugs (like swimming) and some collisions problems, but this how it could look like, with the challenge for the player to find his way through the world - like a puzzle driving game - without getting stucked (like me in this showcase) or have your car destroyed. So I will add an health system, but that should be easy to make. I want to add mud and water effects (visual and physics) The story will be something about to re-construct an abandonned world. Have fun and thx for watching. Thx for modelling: "GAZ-66 Offroad Truck" (https://skfb.ly/6x8Ru) by Yo.Ri is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
  3. It is possible to drive in Le 4.5, but first you have to build a little car system, here is what was made until now: I will expose now how far I am with programming this, so that other members can maybe work on this: This is the structure I created: In blue are the most important children to make the car: - the "wheels" - are fake decorativ wheels to make the car looks like a car (not so important) - The "axe" children are pivots that will build through the script the suspensions. (slider joint) - The "direction" children are pivots that will build the steering system (hinge joint) - The "roue" children are cylinder CSG to make the tires. (hinge joint) Here is the script added on the "jeeplight" main object: that is CSG box with invisible material. Okay let see the script: ------------------------------------------------------ Script variables properties: Script.CarMass=200--int "Car Mass" Script.TireMass=10--int "Tire Mass" Script.SpeedMax=1000--int "Max speed" Script.Amort=0.3--float "Amort, long" Script.Force=2000--int "Amort, force" Script.Rayon=0.5--float "Roue, Rayon" Script.Epaiss=1--float "Pneus, Épaisseur" Script.SeeWheels = false --bool "Voir Roues" ------- not so important Script.traction=4--int "traction 2/4" ------------------------------------------------------- function Script:Start() -- Catch the children: self.Axes={} self.Axes[0]=self.entity:FindChild("AxeAvG") self.Axes[1]=self.entity:FindChild("AxeAvD") self.Axes[2]=self.entity:FindChild("AxeArG") self.Axes[3]=self.entity:FindChild("AxeArD") self.Directions={} self.Directions[0]=self.entity:FindChild("DirectionAvG") self.Directions[1]=self.entity:FindChild("DirectionAvD") self.Tires={} -- "real" tires - invisible cylinders self.Tires[0]=self.entity:FindChild("RoueAvG") self.Tires[1]=self.entity:FindChild("RoueAvD") self.Tires[2]=self.entity:FindChild("RoueArG") self.Tires[3]=self.entity:FindChild("RoueArD") self.Wheels={} --- fake wheels "decorativ" not so important self.Wheels[0]=self.entity:FindChild("WheelAvG") self.Wheels[1]=self.entity:FindChild("WheelAvD") self.Wheels[2]=self.entity:FindChild("WheelArG") self.Wheels[3]=self.entity:FindChild("WheelArD") for n=0,3 do self.Wheels[n]:SetParent(self.entity) end self.PosWheels={} self.PosWheels[0]=self.Wheels[0]:GetPosition() self.PosWheels[1]=self.Wheels[1]:GetPosition() self.PosWheels[2]=self.Wheels[2]:GetPosition() self.PosWheels[3]=self.Wheels[3]:GetPosition() for n=0,3 do self.Tires[n]:SetScale(self.Epaiss,self.Rayon*2,self.Rayon*2) self.Tires[n]:SetFriction(10,10) end -- Joints: self.Volants={} self.Rouages={} self.Amortisseurs={} self.currspeed=0 self.entity:SetMass(self.CarMass) -- Construit les amortisseurs: / ------------------------------------- suspensions local n local pos for n=0,3 do pos=self.Axes[n]:GetPosition(true) self.Axes[n]:SetMass(self.TireMass) self.Amortisseurs[n]=Joint:Slider(pos.x, pos.y, pos.z, 0,1,0, self.Axes[n], self.entity) self.Amortisseurs[n]:EnableLimits() self.Amortisseurs[n]:SetLimits(-0.1/2,0.1/2) self.Amortisseurs[n]:SetTargetAngle(-self.Amort) --at the middle if 0 self.Amortisseurs[n]:SetMotorSpeed(1) -- 1 m/s -- vitesse de la pompe self.Amortisseurs[n]:SetStrength(self.Force) --defatul is 1000 self.Amortisseurs[n]:EnableMotor() -- self.Amortisseurs[n]:SetSpring(50000) end -- Double la force des amortisseurs arrieres / --------------------- make the backward suspensions with 2* forces self.Amortisseurs[2]:SetStrength(self.Force*2) self.Amortisseurs[3]:SetStrength(self.Force*2) self.Amortisseurs[2]:SetMotorSpeed(2) self.Amortisseurs[3]:SetMotorSpeed(2) -- Volant: - ------------------------------------------steering: Forward for n=0,1 do pos=self.Directions[n]:GetPosition(true) self.Directions[n]:SetMass(self.TireMass) self.Volants[n]=Joint:Hinge(pos.x, pos.y, pos.z, 0,1,0, self.Directions[n], self.Axes[n]) self.Volants[n]:SetAngle(0) self.Volants[n]:EnableLimits() self.Volants[n]:SetLimits(-30,30) self.Volants[n]:SetMotorSpeed(200) self.Volants[n]:EnableMotor() end -- On attache les roues: /--------------------------------------- attach the tires for n=0,3 do pos=self.Tires[n]:GetPosition(true) self.Tires[n]:SetMass(self.TireMass) if n<2 then self.Rouages[n]=Joint:Hinge(pos.x, pos.y, pos.z, 1,0,0, self.Tires[n], self.Directions[n]) else self.Rouages[n]=Joint:Hinge(pos.x, pos.y, pos.z, 1,0,0, self.Tires[n], self.Axes[n]) end end end ------------------------------------- function Script:UpdatePhysics() if self.MyCar==1 and InCar>0 then --- these ar my own variables to let the player ingame use the car (not so important for now) -- Traite la direction: --- --------------------manage the steering local direction=self.Volants[0]:GetAngle() if window:KeyDown(Key.Left) then direction=direction-5 elseif window:KeyDown(Key.Right) then direction=direction+5 elseif window:KeyDown(Key.Left)==false and window:KeyDown(Key.Right)== false then if Math:Round(direction)>0 then direction=direction-5 elseif Math:Round(direction)<0 then direction=direction+5 end end self.Volants[0]:SetAngle(direction) self.Volants[1]:SetAngle(direction) -- Traite l'acceleration:---------------------------------------------------------- manage acceleration local Gas=0 if window:KeyDown(Key.Up) then Gas=1 self.currspeed = self.currspeed + 10 if self.currspeed>self.SpeedMax then self.currspeed=self.SpeedMax end elseif window:KeyDown(Key.Down) then Gas=1 self.currspeed = self.currspeed - 10 if self.currspeed<-self.SpeedMax then self.currspeed=-self.SpeedMax end end if Gas==0 then self.currspeed=0 for n=0,self.traction-1 do self.Rouages[n]:DisableMotor() end else for n=0,self.traction-1 do if self.Rouages[n]:MotorEnabled()==false then self.Rouages[n]:EnableMotor() end self.Rouages[n]:SetTargetAngle(self.Rouages[n]:GetAngle()+500) self.Rouages[n]:SetMotorSpeed(self.currspeed) end end --limite la velocite angulaire / ----------------------This limits the "twisting" of the car while fast driving, it is not enough but better self.entity:SetOmega(0,0,0) -- 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]) self.Wheels[1]:SetPosition(self.PosWheels[1]) self.Wheels[2]:SetPosition(self.PosWheels[2]) self.Wheels[3]:SetPosition(self.PosWheels[3]) end --------------------------------- On the posted image above the used properties can be read. Most important are the force and the car mass parameters. Here is what I could test: - I could make out of this a rapid car but I encounter the problem that the car is bouncing in chaos on the road as the acting forces on the chassis are big big. - Augmnenting the mass makes the joints too weak. - I get the idea that the car actually doesn't have 2 axles as it maybe should have. The 2 wheels forward are not bound through an axle just like the backwards too. - As the car drives, the back of the chassis tends to sink to the floor/terrain, that's why I doubled the suspensions forces of the backwards wheels There much more to test in this. (sorry if my english is not so english ?)
  4. nick.ace

    TrafficWerks

    TrafficWerks: A traffic system for Leadwerks Features: -Almost any type of road imaginable is possible -Performance stays roughly constant no matter how many roads there are -Adaptive turning means vehicles are less likely to miss turns -Vehicles react to obstacles in front of them including other vehicles Upcoming: -Better turning -Traffic lights (they are completed, but I have to reorganize the script or provide light models or something) -Road prefabs -Multi-lane roads -Variable speed limits http://steamcommunity.com/sharedfiles/filedetails/?id=364622139
×
×
  • Create New...