It certainly can produce a fun drive - I've adapted it many times since I put that code in the archives, tweaking bits here and there, and it produces a pretty good rally car.
It does just work in 2D, but to use in 3D just position your entity at the coords set into the variables CAR1_POSITION_X and Y (they may be called something slightly different, I can't remember, but they're set at the end of the physics routine). Remember you'll need to scale them up or down to match your world. Then orient your entity along it's Y (vertical) axis to match the ANGLE variable (again - check the code for the exact variable name, but once again look near the bottom of the physics routine).
Call the control routine and then the physics routine and you should have the car up and driving quite easily. You'll need to tweak the SCALE parameters to match the physics 'speeds' to your world and model sizes to get it to look right.
Bear in mind you'll get no vertical freedom within the model, so no hills or jumps, but you can bodge this on if you want to using a modified spring system for the suspension. It's not perfect or realistic, but then it is only a couple of pages of code, and for its' size it produces a fun drive.
The ODE DLL I believe doesn't work with the current versions of Blitz. You'll need to use I think v1.77 to get it to work correctly. To be honest it's not that good for simulating a car - I've tried lots of times and it just doesn't work. You'll need to go a bit more in-depth to simulate the rubber to road contacts and friction, and also probably build a better suspension model to get a 'real' car sim.
It does just work in 2D, but to use in 3D just position your entity at the coords set into the variables CAR1_POSITION_X and Y (they may be called something slightly different, I can't remember, but they're set at the end of the physics routine). Remember you'll need to scale them up or down to match your world. Then orient your entity along it's Y (vertical) axis to match the ANGLE variable (again - check the code for the exact variable name, but once again look near the bottom of the physics routine).
Call the control routine and then the physics routine and you should have the car up and driving quite easily. You'll need to tweak the SCALE parameters to match the physics 'speeds' to your world and model sizes to get it to look right.
Bear in mind you'll get no vertical freedom within the model, so no hills or jumps, but you can bodge this on if you want to using a modified spring system for the suspension. It's not perfect or realistic, but then it is only a couple of pages of code, and for its' size it produces a fun drive.
The ODE DLL I believe doesn't work with the current versions of Blitz. You'll need to use I think v1.77 to get it to work correctly. To be honest it's not that good for simulating a car - I've tried lots of times and it just doesn't work. You'll need to go a bit more in-depth to simulate the rubber to road contacts and friction, and also probably build a better suspension model to get a 'real' car sim.