Tokamak Car Demo

Blitz3D Forums/Blitz3D Programming/Tokamak Car Demo

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For networking, I simply send the position and the velocity (via TOKRB_GetVelocityX() Y() and Z()). Then on the other end, TOKRB_SetPosition() and TOKRB_SetVelocity(). It comes out really smooth updating only every 100 millisecs(). The simulation advances the rigid bodies automatically without dividing by the time interval difference. This was with a peer to peer setup. The only tricky thing is going to be collisions but I think that what I'd do is detect the distance and then apply a force via a packet instead of letting the simulation actually work because it isn't completely accurate. Basically, it doesn't have to be spot on because we're not testing air bags with crash test dummies ... we're just trying to get a game to be fun and intuitive. Intuition of course tells you that a crash can happen ;)

Anyway, I've just begun toying with this stuff. The first thing I did was throw together a quick network app since that's what I really enjoy making and people seemed to complain the most about ;) I hope to have a simple game done soon, followed by a decent app for vehicle physics, and then a really nice stunt track racer. Just hope to get a simulation using cylinders because spheres are just wrong. Hopefully they'll fix the friction issues for tires. They need a tire object TOKRB_CreateTire() ;)