[ODE] GTA3 and Physics

Karlsson, Henrik Henrik.Karlsson at dice.se
Wed Oct 30 06:55:02 2002


I'm guessing they are using a very customized physics model for gta3... They
might use havoc or similar package for most physics stuff.. but when it
comes to car physics in games it is much cheaper to have a customized system
compared to building up a vehicle correctly with different parts.. 

Henrik



-----Original Message-----
From: Erwin de Vries [mailto:erwin@vo.com]
Sent: den 30 oktober 2002 13:06
To: ode@q12.org
Subject: Re: [ODE] GTA3 and Physics


Actually the carphysics in GTA3 are pretty lousy in my opinion. I suspect
they are using Havok. Although i wouldnt even consider calling Havok 'lousy'
in general, i dont like the carphysics i've seen in their public demo's.
GTA3 kinda feels like these.

I dont think its impossible to create the same physicsmodel in ODE, though.
You just need to fiddle a lot with masses to get it right.

Erwin

----- Original Message -----
From: "Aanand Narayanan.P.P" <aanand@milestoneindia.com>
To: <ode@q12.org>
Sent: Wednesday, October 30, 2002 05:34
Subject: [ODE] GTA3 and Physics


>
> Does anybody know which method (direct LCP, iterative LCP, penalty etc)
> was used in the (vehicle) physics for GTA3?
> Is it possible to achieve the same level of stability with ODE? I would
> like to hear from other people who have used ODE for full fledged
> physics simulations.
>
> Thanks
> AN

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