AfterAll14 Posted December 12, 2016 Share Posted December 12, 2016 I'm working on an advanced version of my physics engine. To make complete new physics for vehicles I need something to check collisions with world objects. Thing is - because the vehicle body position is controlled by script it doesn't react to GTA-generated collisions anymore. It simply goes through the walls. We have function "processLineOfSight", but it's not enough. I need something like "processCollisionSphere" (something similar to shape tracing in unreal engine 4). Is it possible to make something like that? Link to comment
Simple0x47 Posted December 12, 2016 Share Posted December 12, 2016 Physics Engine, let's be serious. You cannot change the Render Ware engine physics, better go and start a physic engine in C++. Link to comment
AfterAll14 Posted December 12, 2016 Author Share Posted December 12, 2016 1 hour ago, Simple01 said: Physics Engine, let's be serious. You cannot change the Render Ware engine physics, better go and start a physic engine in C++. Let's be serious dude: if you have zero awareness on the subject - don't post stupid replies. Link to comment
Simple0x47 Posted December 12, 2016 Share Posted December 12, 2016 I just post realities.Let's be serious go and make some real deal with C++. Link to comment
AfterAll14 Posted December 12, 2016 Author Share Posted December 12, 2016 (edited) I guess then you're living in the parallel reality from everyone else. In my universe you have to use brain to achieve something, things do not depend on the programming language you use. PS: pls don't reply to this topic - it up to MTA devs, not for spam. Anyways I wanna hear something from MTA devs. I have an option to avoid using that new function, but then I'll have to stick to Pacejka tyre model (which is quite stone age). And there's no guarantee it will work as I won't be able to use substepping. I wanna make some really advanced thing. Edited December 12, 2016 by AfterAll14 1 Link to comment
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