[ODE] GTA3 and Physics
Filipe Dias
filipe.dias at mind.pt
Wed Oct 30 13:14:01 2002
What I remember from playing it is that when a seeding firetruck bumps
into 2 cars at the same time the result is unexpected, the two cars stay
still and the fire truck goes mad like if it had hit a wall. So this is
very simmilar to "doesn't solve multiple simultaneous contacts"
Now judging by how good it looks, I am surprised how multiple contact
situations happen that seldom!
Even so it is possible to push two stoped cars very slowly, so it is
possible that multiple contacts can be solved if the speed is low...
Dispite all this I have mannaged to drive a firetruck inside a taxi!
Fil.
-----Original Message-----
From: "Phil Teschner" <philt@microsoft.com>
To: "Erwin de Vries" <erwin@vo.com>, <ode@q12.org>
Date: Wed, 30 Oct 2002 10:48:02 -0800
Subject: RE: [ODE] GTA3 and Physics
> I remember hearing that the physics engine in GTA3 was entirely written
> in house. It is a pretty straight forward rigid body system that does
> not solve multiple simultaneous contacts (i.e. does not use an LPC
> solver).
>
> Phil
>
> -----Original Message-----
> From: Erwin de Vries [mailto:erwin@vo.com]
> Sent: Wednesday, October 30, 2002 10:18 AM
> To: ode@q12.org
> Subject: Re: [ODE] GTA3 and Physics
>
> > 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..
>
> This is exactly what comes with Havok. A vehicle SDK. Now i have no
> idea
> how
> it works behind the scenes, and i've never used it, but my guess is
> that
> they are using many hacks to make it 'just work'.
>
> Erwin
>
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