Re: driving game
Posted: Thu Jun 10, 2010 1:06 am
true. But processor power IS a concern. Hence, we're trying raycast vehicles first.tatsujin wrote:Generally, since the vehicles are heavy & slow-moving, perhaps you'll get better result using rigid body wheels instead of ray cast.dakffyd wrote:How do you determine which vertices to use?kester wrote:Bullet sets the wheel contact normal in btVehicleRaycaster::castRay.
I derive from btVehicleRaycaster and override that method ...
I assume the data must be somewhere in either the btRigidBody or the btVehicleRaycasterResult ?
In my own experiments, rigid body wheels have quite big advantages over raycast in terms of being realistic. But since things usually breaks apart physics-wise at high speed (rotations) and require more processing power, raycast usually is better suited for racing-type games... But your choice of vehicles implies that this is not racing
@kester: Thanks! That triangle index is what I was looking for.