Switching Cam Position Based on Distance to Targeted Object
Re: Switching Cam Position Based on Distance to Targeted Object
oh found it, syflex.gravity
Re: Switching Cam Position Based on Distance to Targeted Object
There is a lot of documentation out there on these things. If you search Google for "game car physics" or similar you will find many results because these types of algorithms are used all the time in game programming.Frank1000 wrote:In terms of car weight, slipping, acceleration factor (power), deceleration, max. speed, car weight, centrifugal force, and maybe some more ... doesn’t have to be all the way finite elements here, just a few values, so I can determine some useful average speed at the respective location.
A good series of articles is this one, Physics of Racing by Brian Beckman:
http://phors.locost7.info/contents.htm
I had started working on an ICE car simulator of sorts, but never got around to letting the car make turns because the formulas started to confuse me a bit:
http://vimeo.com/28309792
If you want the camera to smoothly follow the car, I think it would be preferrable to use some kind of pose constraining or parenting (either regular or through ICE) than to let the camera jump from null to null.That allows me to mathematically determine how close I need to place camera nulls, so the resulting movie stays smooth, and place the nulls automatically.
Re: Switching Cam Position Based on Distance to Targeted Object
great resources ! I'm wondering if someone ever built a working auto race ICE compound already.
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