M
Misty
Guest
Has anyone gotten the raycast car to work in GM BULLET in GM?
@icuurd12b42 Would you possibly be interested in working on a Nvidia Physx extension with me?*And Yep, I helped out making GM Bullet. That ****'s ancient
And what good did this comment just serve?LOL! I love this topic! Looks like nonesense without context!
I can offer some tips, but with studio I think the number of hacks should be way less than what was done in gm bullet in gm 8@icuurd12b42 Would you possibly be interested in working on a Nvidia Physx extension with me?
If you'd be able to guide me in the right direction I'm more than happy to do the heavy lifting. I could send you a PM to talk more if you're interested.
Awesome I'll keep that in mind. We'll worry about hacks when we need to. First I need to get at least a basic understanding of the framework. Give me some study time and then once I'm ready to move to GM I'll send you a message. Thanks buddyI can offer some tips, but with studio I think the number of hacks should be way less than what was done in gm bullet in gm 8
If they sink through then they are not colliding with the ground therefore not touching it. therefore the collision map/mask is not set rightMy wheels do touch the ground, infact they sink through the ground half of the time (adjusting sus settings doesn't help.)
I did not create it I helped in it restructuring and therefore probably played the most with it.As the creator of Bullet physics, have you got the car physics to work in it, and maintain traction?
The Bullet Physics you helped make is out of date and missing vital functions.If they sink through then they are not colliding with the ground therefore not touching it. therefore the collision map/mask is not set right
I did not create it I helped in it restructuring and therefore probably played the most with it.
When you use ray tracing to position the car you are basically making a hover car... you cant use motors to spin wheels to have your car moving.
see if you can convert one of the multitude of example available for bullet physics vehicle. you should get your answers from the bullet physics users
I had a ray cast car yes. but this is like 10 years agoDidn't answer my question exactly...are you saying you have never made car physics using the bullet port that you helped make?
Hmm did it behave like a Ferrari (or any other generic sports car model) Or did it have several issues.I had a ray cast car yes. but this is like 10 years ago
Whoever this is, it was definitely me.Don't you remember the "The best car physics engine ever made in GM!" thing? Happened around Jam19 if I remember correctly... and I can see several similarities between that member and the specimen we're dealing with here.
Alright, fair enough. What extension should I use for this then?@Misty I think the main thing you should be getting from all of this is that this extension is incomplete and extremely outdated so you should probably drop trying to use this. The source code is available so if you know you're way around that stuff, you could try to update it or use it as a reference for a new extension made with the most recent bullet release.
But constantly asking questions and dodging the fact that the extension is basically no good anymore won't get anything accomplished. I'm sorry if this seems harsh, I'm not trying to be. I just want to get this point across.
No I mean for car physics.As far as a full blown physics engine goes, there really isn't anything at the moment.
A lot of people use P3DC when they first get started since it's pretty simple to use.
Also if you're willing to cough up the dough, there's a pretty extensive 3D asset on the marketplace
https://marketplace.yoyogames.com/assets/1088/slayers-upgrade
Those are the two I know of. Otherwise you would have to roll your own.
Send me the gm6 and I may be able to fix it for you.Raycasting
It does not work properly as far as I know and I've done some fairly extensive testing.
Sorry to repeat myself but I'm done here. Unfollowed the thread as the OP refuses to accept any help or advice.but you just want to argue back to everything that others say.
You're the one refusing to accept help not me.Sorry to repeat myself but I'm done here. Unfollowed the thread as the OP refuses to accept any help or advice.
I don't see what the problem is.Raycasting
It does not work properly as far as I know and I've done some fairly extensive testing.
"But constantly asking questions and dodging the fact that the extension is basically no good"
"...you should probably drop trying to use this."
I'm usin Gm6, Gm7, Gm8, Gm studio, Gm1, al the GMs except GM 2 3 4 and 5. What solution is better?If the OP is still using gm6 through 8.0 this dll is the best solution and there is no better alternative (bugs notwithstanding).
You said yourself that the documentation is incorrect.I'm not sure what's iffy about my code. From what I read in the documentation I was using everything correctly..
The GM documentation explains it pretty clearly and better than I can.I'm not too familiar with enums in game maker but, from what I can tell, it links to some cloudy constant in the gmx.
enum CGROUP {
NOTHING, // 0
STATIC, // 1
DYNAMIC, // 2
KINEMATIC// 3
}