hahaha cool. much better physics. sliding is less than desirable, but at least you aren't having the wheel inversion problem. I'm laghing cause I added another constant-shocklength. it's just how far down to position the wheels. now you can make monster trucks with giant wheels and big suspensions. Heh. there's another thing badly needed. suspension models. especially for monster trucks.
heh. I'm happy cause I just solved a bad problem in my code. none of the quad collisions were suddenly working (oh horror), and I had no idea what was wrong. and after about an hour of debugging I discoverend I had left out a small chunk of an extremly long if statement. You might expect to be mad to have wasted that much time debuging a small bug, but I'm just happy to get it to work. Oh yeah, and I had some more collision ideas.
1)Image based collisions. somthing like bumpmapping, only for collisions. I don't think it would be to hard, and it should run fast. all you have to so is take your verlet's current position, check the value of the pixel reflecting the position, and see if it is within the collision area. then figure out the closest point out of the collision-image(hard part)
2)friction maps. Apply a friction map to a collision type, and lighter areas would be mor frictive, and darker areas less. Much easier to implement than #1.
heh. I'm happy cause I just solved a bad problem in my code. none of the quad collisions were suddenly working (oh horror), and I had no idea what was wrong. and after about an hour of debugging I discoverend I had left out a small chunk of an extremly long if statement. You might expect to be mad to have wasted that much time debuging a small bug, but I'm just happy to get it to work. Oh yeah, and I had some more collision ideas.
1)Image based collisions. somthing like bumpmapping, only for collisions. I don't think it would be to hard, and it should run fast. all you have to so is take your verlet's current position, check the value of the pixel reflecting the position, and see if it is within the collision area. then figure out the closest point out of the collision-image(hard part)
2)friction maps. Apply a friction map to a collision type, and lighter areas would be mor frictive, and darker areas less. Much easier to implement than #1.