I dug this up, and I realized that somebody may find it handy.
This is a test that I did a long time ago using the Tokamak physics engine and a lot of help from people on these forums (who taught me all about the TForm commands).
This application used to work quite poorly and had very rough collision detection... which is why it inspired me to write APE -- Which I have just used, about 15 minutes ago, to fix up the Rigid Body objects. It now works perfectly :D
You may notice a bit of imperfection around the @#!*pit, because its RB object is just a big cube. (uhm... the FRONT of the ship. I hope this censor doesn't censor code... because there's lots of naughty words ending up in some of those Windows API things. InitCommonControlsEx springs to mind)
I did a bit of cheating with regards to realism... For the ship to be able to stop, I just added air friction. I could have had thrusters on the ship and a little 'on-board' program to handle this (would have been in the game, if it ever succeeded in becoming a game, which it obviously, sadly, did not... but may eventually). In order to make this air friction seem moderately possible, I dumped the scene inside of Klass's excellent fog system. (Thus, it is all in some kind of weird cloud of gas).
The controls are as follows: Arrow keys turn, W and E rotate. Numpad + and - change speed. Backspace jumps to full speed, and 0 jumps to full stop.
Sorry about the very limited camera controls.
Anyway, have fun :D
What do you think of it?
Download: http://crumbsoftware.f2o.org/files/TokSpaceTest.zip
This screenie is not intended to look nice... it's just so that nobody will complain about how this would otherwise lack one:

Also needs the latest version of Sweeney's Tokamak wrapper, and a recent version of the Tokamak Physics Library.
Includes source. Thankfully, it is commented... for once.
This is a test that I did a long time ago using the Tokamak physics engine and a lot of help from people on these forums (who taught me all about the TForm commands).
This application used to work quite poorly and had very rough collision detection... which is why it inspired me to write APE -- Which I have just used, about 15 minutes ago, to fix up the Rigid Body objects. It now works perfectly :D
You may notice a bit of imperfection around the @#!*pit, because its RB object is just a big cube. (uhm... the FRONT of the ship. I hope this censor doesn't censor code... because there's lots of naughty words ending up in some of those Windows API things. InitCommonControlsEx springs to mind)
I did a bit of cheating with regards to realism... For the ship to be able to stop, I just added air friction. I could have had thrusters on the ship and a little 'on-board' program to handle this (would have been in the game, if it ever succeeded in becoming a game, which it obviously, sadly, did not... but may eventually). In order to make this air friction seem moderately possible, I dumped the scene inside of Klass's excellent fog system. (Thus, it is all in some kind of weird cloud of gas).
The controls are as follows: Arrow keys turn, W and E rotate. Numpad + and - change speed. Backspace jumps to full speed, and 0 jumps to full stop.
Sorry about the very limited camera controls.
Anyway, have fun :D
What do you think of it?
Download: http://crumbsoftware.f2o.org/files/TokSpaceTest.zip
This screenie is not intended to look nice... it's just so that nobody will complain about how this would otherwise lack one:

Also needs the latest version of Sweeney's Tokamak wrapper, and a recent version of the Tokamak Physics Library.
Includes source. Thankfully, it is commented... for once.