Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.
Is it basically just bouncing a little off bumps? I can't really decern what is happening that's special... It looks better then spring default drift, but I guess that's just kindof assumed when making a suspension script...
I can't get F10 to work with SVN Spring without causing crashes- I'll look into making another version with Fraps. Sorry if the quality lacks.
And, um, I wrote this completely from scratch. No code was used from Zpock's work, which I haven't even really read. I basically looked at the first section, said, "meh, there's way too many math steps", and went to work writing an alternative last night. It's not perfect yet, and there are some specific problems that need to be addressed, but meh, I wrote this in about 2 hours, using techniques I was already familiar with.
I am more than happy to say that his demo video was the inspiration to try to solve this particular problem, and no glory should be taken away from his work- if anything, I hope he's honored that I decided that this was worth figuring out a faster way to do this. No disrespect was intended, sorry if it came across that way.
Last edited by Argh on 16 Jun 2007, 16:27, edited 1 time in total.
No, it reacts to terrain, and again, I am not using anything from his script. The only problem I'm having is the scale of the bumps, frankly- I'm working out a way to fake that without using any trig functions. I got Fraps working, I'll make another demo when I've tweaked a bit more for a cleaner result.
No seriously any improvements, implementations, copying, rewriting or whatever concerning this is welcome and what I hope for. That's why I put it up in the first place and tried to explain stuff, instead of keeping it to myself until I make a major release.
Don't worry, you will get it, and I will be posting a lot more about how I'm thinking about this problem, for people to chew on and hopefully improve (yes, that includes sourcecode)- that video was the first really inspiring thing I've seen here in awhile, and I think that we should be using this stuff in our games for vehicular motion, if we can make it run fast enough.
I think I have the rough-hack for getting my values for the slope "about right" now, so lemme test and I'll get back with y'all.