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Re: Problems with wheels
[Re: 3run]
#384061
09/28/11 19:44
09/28/11 19:44
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Joined: Mar 2002
Posts: 1,774 Magdeburg
FlorianP
Serious User
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Serious User
Joined: Mar 2002
Posts: 1,774
Magdeburg
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If I drive up a curbstone with my car thats pretty much how it behaves.
I <3 LINQ
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Re: Problems with wheels
[Re: Superku]
#384066
09/28/11 20:56
09/28/11 20:56
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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OK... I gave up, as I see you aren't interested in helping out... Just posting silly jokes around... That behavior isn't realistic, I know that all physical engines aren't perfect, but such behavior isn't acceptable! And this isn't physX problem or bug, you won't see anything similar in UNITY or UDK... This is problem with implementation of it in GS! I've made clear video which shows how wheels are jerking up, that will never happens with ODE, and you'll never see such behavior in other game engines which are using physX, I wonder why?! But OK leave it as it is if it's good enough for you guys. But I still don't see any reason to make high poly race track to make movement smooth and to update vehicles tilt and roll smoothly and realistic, not as if I used trace to get normals and then just simply change tilt and roll of model, at least thats how it looks at the moment... I wonder who even tried to run demo I've posted above... I'm pretty sure none of you did.
EDIT: Superku thank you for trying to help. At least someone tried to help.
Last edited by 3run; 09/28/11 20:58.
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Re: Problems with wheels
[Re: 3run]
#384068
09/28/11 21:15
09/28/11 21:15
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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I actually did run the demo, open up gta4 and get near slowly to a pavement and same thing happens.
Also check what happens on the Visual Debugger. I understand your point but you are looking for solution on the wrong place, it does not really look like an implementation bug, and as a lot people said that's what most expect from the physx. you can always smooth between the values you get from physx engine as superku stated. (actually you SHOULD do it for physx objects with critical impact on gameplay, because sudden FPS drops/jumps can result in physx doing crazy things.)
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