in my experience, 0.01 has always been low enough to make a unit slide smoothly
do you mean there's a better way?
Oh i mean when u put 0.01 in a periodic events, it will round up to 1/16 of a seconds. Not sure this would mess with your cooridinate overtime but setting the periodic to 0.0 will get you the smallest interval possible: 1/32s
Excellent system. But what can I do to make the car drive slower (as it would without the system) but without losing too much of the drift and acceleration process?
Is there a way to have it stop spinning when not given any commands?
Really impressed, the best driving system ive ever seen. I had to rebuild it though to get it working with any vehicle on the map using unit groups and Units custom values for different vehicle settings. Also implemented a damage system when moved to a none pathable point and a pushback behavior when the car hits people. The downside for this system is that its probably rlly heavy for the system.
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Anyway, do i credit your name or is there a team that i can mention
Quote from Shakeslol:
How would I implement a WASD system for this?
I'd recommend against keyboard control. Mouse is way better, because of the latency. For example, you have to start turning before you reach the corner, to compensate for latency. This feels incredibly unnatural with a keyboard but with a mouse you just click inside the corner.
I made a racing game for warcraft 3 (Lordaeron Grand Prix) with more physics (ramping, bouncing, slowed down by water, rolling down hills, collisions and so forth) and as the speed went up it became unplayable with the keyboard but easy with the mouse.
I also recommend remembering where a player has clicked and turning the car until it is facing that point from its current position, NOT position at time of order. This compensates even more for the lag, because if there's a spike of lag on your order your car will turn harder and naturally compensate.
As for the system, it's pretty nice but very simple. A lot of the math would be better represented by a vector type with dot/cross/etc, but I guess galaxy makes that difficult.
I think your physics are a bit off with respect to friction/braking. You need to detect motion hitting 0 along the axis of a frictional force during a tick. Otherwise a super-strong brake will make the car jump backwards and forwards. Getting that math right is incredibly (INCREDIBLY) finicky.
@Mathhole: Go
Yea cheers mate. Thanks for your help eh, good to get it accurate
@dra6o0n: Go
that would be a really sweet map!
Would be really cool if the vehicle kicks up dust when it turns
Oh i mean when u put 0.01 in a periodic events, it will round up to 1/16 of a seconds. Not sure this would mess with your cooridinate overtime but setting the periodic to 0.0 will get you the smallest interval possible: 1/32s
It looks fantastic. Now someone can make rali, dakar or some game like borderlands.
@progammer: Go
oh thats very good to know. That would mess with some of the math over time, you're right. I might just use a 0.0625 interval
How would I implement a WASD system for this?
@Shakeslol: Go
We're actually doing that right now, we'll show u when its done :P
Can't believe I haven't discovered this sooner. Very, very impressive and smoooth!
Haha, now a bunch of racing enthusiasts should get together and work on....Star Turismo! (or something like that) Great job on the system!! :D
May I use this to my own map?
Excellent system. But what can I do to make the car drive slower (as it would without the system) but without losing too much of the drift and acceleration process? Is there a way to have it stop spinning when not given any commands?
Really impressed, the best driving system ive ever seen. I had to rebuild it though to get it working with any vehicle on the map using unit groups and Units custom values for different vehicle settings. Also implemented a damage system when moved to a none pathable point and a pushback behavior when the car hits people. The downside for this system is that its probably rlly heavy for the system.
----Anyway, do i credit your name or is there a team that i can mention
You've inspired me to make a racing game :D
There are actually quite many racing games. I was a bit dissapointed that there was one really similar feeling to mine....(I dont remember the name)
Only a couple things that kept me from continuing:
But as for all of my projects I might return to them someday.
And I did my own system :/...I suppose I just enjoy creating stuff myself.
Quote from Shakeslol:
How would I implement a WASD system for this?
I'd recommend against keyboard control. Mouse is way better, because of the latency. For example, you have to start turning before you reach the corner, to compensate for latency. This feels incredibly unnatural with a keyboard but with a mouse you just click inside the corner.
I made a racing game for warcraft 3 (Lordaeron Grand Prix) with more physics (ramping, bouncing, slowed down by water, rolling down hills, collisions and so forth) and as the speed went up it became unplayable with the keyboard but easy with the mouse.
I also recommend remembering where a player has clicked and turning the car until it is facing that point from its current position, NOT position at time of order. This compensates even more for the lag, because if there's a spike of lag on your order your car will turn harder and naturally compensate.
As for the system, it's pretty nice but very simple. A lot of the math would be better represented by a vector type with dot/cross/etc, but I guess galaxy makes that difficult.
I think your physics are a bit off with respect to friction/braking. You need to detect motion hitting 0 along the axis of a frictional force during a tick. Otherwise a super-strong brake will make the car jump backwards and forwards. Getting that math right is incredibly (INCREDIBLY) finicky.
hi, im late to the thread, but was wondering if there is a way to stop the car from spinning when you dont issue commands?
is there any updated system for movement physics in any new thread?