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The cross-track strips may be marked as collideable. If so, these need to be changed to not collideable.
The cross-track strips may be marked as collideable. If so, these need to be changed to not collideable.
joevenzon Wrote:The cross-track strips may be marked as collideable. If so, these need to be changed to not collideable.

i don't think they are. i'm not that dumb... (and i jusy checked, they are not).

anyway, i am trying to find more bugs in the collision code. i've converted the a1 track, but near the pits if you touch the wall the car just goes completely berserk. unfortunately is not as simple as nan.

--alex--
joevenzon Wrote:The cross-track strips may be marked as collideable. If so, these need to be changed to not collideable.

i don't think they are. i'm not that dumb... (and i jusy checked, they are not).

anyway, i am trying to find more bugs in the collision code. i've converted the a1 track, but near the pits if you touch the wall the car just goes completely berserk. unfortunately is not as simple as nan.

--alex--
Quote:i am trying to find more bugs in the collision code

The collision code is very poor. Any help is appreciated. I've also considered using ODE http://www.ode.org/ to help with the collision response.
Quote:i am trying to find more bugs in the collision code

The collision code is very poor. Any help is appreciated. I've also considered using ODE http://www.ode.org/ to help with the collision response.
I agree, our collision code seems to work OK for basic stuff, but the collision response seems somewhat poor. When I run into a wall I get knocked back very jerkily, if I drive straight into a wall i get thrown backwards and forwards very quickly. So I'm for just about anything that will give it a more realistic feel, and I know ODE is a very solid library that I don't think we'll have a lot of problems with.

So if you want to set up VDrift to use ODE, I'll happily help add support to SCons, autopackage, and whatever else Smile I think this would probably be a pretty big improvement, might even help performance in some areas (though generally now collision performance isn't too bad).
I agree, our collision code seems to work OK for basic stuff, but the collision response seems somewhat poor. When I run into a wall I get knocked back very jerkily, if I drive straight into a wall i get thrown backwards and forwards very quickly. So I'm for just about anything that will give it a more realistic feel, and I know ODE is a very solid library that I don't think we'll have a lot of problems with.

So if you want to set up VDrift to use ODE, I'll happily help add support to SCons, autopackage, and whatever else Smile I think this would probably be a pretty big improvement, might even help performance in some areas (though generally now collision performance isn't too bad).
The only complicating factor is how to integrate ODE with the vamos physics (i.e. get ODE to compute forces on bodies and then stop there and let vamos take care of the rest). This should probably be done in a separate branch, when it's time to do it.
The only complicating factor is how to integrate ODE with the vamos physics (i.e. get ODE to compute forces on bodies and then stop there and let vamos take care of the rest). This should probably be done in a separate branch, when it's time to do it.
thelusiv Wrote:So if you want to set up VDrift to use ODE, I'll happily help add support to SCons, autopackage, and whatever else Smile I think this would probably be a pretty big improvement, might even help performance in some areas (though generally now collision performance isn't too bad).

i've started looking at ode. no promises though...

--alex--
thelusiv Wrote:So if you want to set up VDrift to use ODE, I'll happily help add support to SCons, autopackage, and whatever else Smile I think this would probably be a pretty big improvement, might even help performance in some areas (though generally now collision performance isn't too bad).

i've started looking at ode. no promises though...

--alex--
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