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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineCar Physics questionsCar Physics questions
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3/2/2011 1:01 PM
 
Juan Alberto
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Joined: 3/2/2011
Posts: 59
Car Physics questions 
Hi,

I'm evaluating the software for use in racing games and so far I'm highly impressed. There's a couple of things I'd like to ask about:

1) What's the estimated release date for the Car Physics feature? I suppose it's a full-blown implementation including suspensions etc.

2) In the Constraint Car sample, it would seem more natural to me to apply torque directly to the wheels rather than using a motor to enforce a specific angular velocity. What are the pros/cons of each case?

Thanks
 
New Post
3/2/2011 1:44 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Car Physics questions 

Hi,

 

Juan Alberto wrote:
1) What's the estimated release date for the Car Physics feature? I suppose it's a full-blown implementation including suspensions etc.

If things go according to plan, we will release the first version (including suspensions) in the next weeks in March - but I cannot guarantee the date. We plan to release it with the source code, so that you can adapt and extend it as required in your game.

Juan Alberto wrote:
2) In the Constraint Car sample, it would seem more natural to me to apply torque directly to the wheels rather than using a motor to enforce a specific angular velocity. What are the pros/cons of each case?
The constraint car is not the ideal method for car simulation. It primarily acts as a test/demo for our constraint classes - and that is one reason why we use motor constraints ;-).
Applying forces feels indeed more natural and is a possible solution. On the other hand, constraints have the advantage that they are more stable in the simulation than force effects.
Our car physics is currently under development and we are still evaluating and comparing solutions. I can give you more information, when our implementation is finished.
 
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3/2/2011 5:12 PM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: Car Physics questions 
Thank you very much for the info.
 
New Post
4/5/2011 5:22 PM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: Car Physics questions 
I don't want to look impatient but... any news on that?

Hope it's not been abandoned, I'm holding on my purchase for it :)
 
New Post
4/5/2011 5:41 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Car Physics questions 
Sorry that it took a little longer. We have packed a few more feature requests into this DigitalRune Physics update.
The car physics is implemented among other new features. I am currently preparing the new release. You can take it for a test drive within the next 2 days.
 
New Post
4/5/2011 5:46 PM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: Car Physics questions 
Awesome, thanks!!
 
New Post
4/7/2011 12:41 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Car Physics questions 
The new DigitalRune Physics update is available. Here are the news: DigitalRune Physics Bundle Updated: Avatar Ragdolls, Vehicle Physics and more…

The new version includes a vehicle sample where you can test the car physics. In the next days, we will post a blog article with additional background infos regarding vehicle physics.
 
New Post
4/11/2011 12:51 PM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: Car Physics questions  Modified By Juan Alberto  on 4/11/2011 12:55:26 PM
Ok, I've been playing around with the vehicle sample. It's cool! I was initially worried about performance on the 360, since adding 3 or 4 more cars would bring the framerate down, but it turns out that the culprit was the scenery - removing all debris, bridges etc. leaves enough fps for 8 cars or more. Would need to investigate a bit more to determine whether it is the rendering or the simulation that is expensive, but anyway. The incoming blog article will probably clarify a few more things for me.

So, I'm definitely sold now - you can count on my purchase :)

Thanks
 
New Post
4/11/2011 8:57 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Car Physics questions 
Here is the blog article: 
    http://www.digitalrune.com/Support/Bl...
We have tried to pack it with background and tuning info.

Regarding performance:
The rendering in the sample is not optimized and requires more time than necessary.
The car physics is actually very simple and should not be the limiting factor. If I remove the not needed objects (boxes, spheres) from the scene and let the simulation run parallel to the Draw() method, then I can simulate 16 cars with 60 FPS.
If you need optimization/parallelization tips, you can always ask for help here in the forum.
 
New Post
4/12/2011 10:03 AM
 
Juan Alberto
No Ranking

Joined: 3/2/2011
Posts: 59
Re: Car Physics questions 
When you say "let the simulation run parallel to the Draw() method" you mean that by default the car simulation is not multithreaded?

Fantastic article BTW!
 
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