Verlet physics applied to a simple car model.

Blitz3D Forums/Blitz3D Programming/Verlet physics applied to a simple car model.

hmmm. well Miracle, my code above does somthing like that, but I didn't really try to hard to make it good.
you could change it to:(code not functional)
TFormPoint name\v[count]\current\x, name\v[count]\current\y,  name\v[count]\current\z,0,name\player
If (name\v[count]\part = REAR_TIRE Or name\v[count]\part = FRONT_TIRE) And TFormedY()>-1 Then 
 TFormPoint properwheelx,properwheely,properwheelz,name\player,0
 name\v[count]\current\x = TFormedX()
 name\v[count]\current\y = TFormedY()
 name\v[count]\current\z = TFormedZ()
 ltu=cframe
EndIf


I'm pretty sure this code detects a wheel above the car, but the problem is getting it back on the other side. I didn't really try to get them correctly positioned.

Sswift:a very very nice tutorial on verlet physics on gamasutra. http://www.gamasutra.com/resource_guide/20030121/
has many sources. namely advanced charachter physics.