RealityRacer 1.0 and Physics

Topics regarding Scripting with Reality Factory
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kikosmalltalk
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RealityRacer 1.0 and Physics

Post by kikosmalltalk »

Hi federico

I want to ask you a question.
In RealityRacer 2.0 you use Tokomak for physics system.
You used the genesis physics system for RealityRacer 1.0 ?.
I ask it to you because, you not used a PhysicSystem entity or PhysicsObject entity or PhysicsJoint.
I thought that if !!!.
As it solved the problem?

Kiko
kikosmalltalk
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Post by kikosmalltalk »

Hi federico

I want to make you a question.
As ago you so that the car doesn't fall of the level ?.
That is to say, the car is affected by the gravity.
This gravity is set in the physicsSystem and is 0.0 -9.8 0.0.
Now. As ago you to maintain the car in the level of the racetrack?.
By scripting ?, or does the realityFactory take charge of this?
You detect the collision with the ground and then does it place in car for on the level the earth?

Do you understand my question?

kiko
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federico
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Post by federico »

Do you understand my question?
really not at all.
1. RealityRacer 1.0 was made a lot of time ago so it isn't powered by tokamak physics.
2. All the entity in the editor that starts with "Physics" are related to tokamak. So in realityRacer 1.0 there are no entities of such type.
3. Any object, except the tokamakObjects (we have none of them in RRacer1.0!) is affected by the gravity defined in environmentSetup and it collides with other actors and world geometry. so the objects stay on the floor by themselves.
4. The scripts of RRacer1.0 manage the forces and rotations that affect the car chassis (the wheels don't turn actually) and "fake" the physical behaviour.

In RRacer 2.0 the collisions of the tokamak objects are defined separately from the standard ones and the world geometry is converted in data that the Tokamak engine can handle as collidable terrain. My physicsScript in RRacer2.0 states how much force must applied to the wheels or on the chassis and how the masses are placed. But al the calculation are made by the engine. As you see, the two things are incomparable and they works in a completely different way.

i hope that this can help you.
kikosmalltalk
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Joined: Mon Sep 25, 2006 1:12 pm

Post by kikosmalltalk »

Hi federico


Thank you to respond.
I wants to separate the Demo 1 of the Demo 2.

With regard to the Demo 1:

You used the genesis physics system for RealityRacer 1.0 ?.
If it is not this way. That you use?

What I don't finish understanding is :

As ago you to maintain the car in the level of the racetrack?.

You say :
so the objects stay on the floor by themselves.


How ?.
Who takes charge of making this?
The physicsSystem ?? RealityFactory ???

Excuse me that I insist in these questions.
It is alone that I am not able to understand like you this making

I never work with RealityFactory.

I try to make a demo with genesis3d, genesis3d physics System and smalltalk MT,
and I don't find the way to make that my objects are on the land

Thank you again, kiko
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federico
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Post by federico »

So let's talking only about the RRacer 1.0

The genesis3d physics isn't used. You can find some reference to the genesis3d forum, but it isn't implemented in Realityfactory. In RRacer1.0 I didn't use any physics engine but simply the standard collision detection of RF and some command to make th object move (and all the physics was simulated by script). What is working in RF is a library form collision detection (I think ColDet) that simply makes the actors and the world geometry collide. In this sense the "objects will stay on the floor by itself". It's the standard RF collision. it doesn't matter any physicsSystem or any other entity. Simply put an actor over a geometry and it will collide. I didn't used any script command to make the actors collide with geometry.
I try to make a demo with genesis3d, genesis3d physics System and smalltalk MT,
and I don't find the way to make that my objects are on the land
So, if you aren't working with RF, you should probably take care about what collision library are you using. I heard that using the "real" (not ColDet) Genesis3d physics is a pain. You should look at the Genesis3d forums because it isn't used at all in RF.
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QuestOfDreams
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Post by QuestOfDreams »

RF is not using ColDet, it just uses the Genesis3D collision routines and reacts accordingly.
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federico
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Post by federico »

Sorry for the mistake, I was misleaded by the coldet.dll in the RF rott.
I only mean that the Genesis3d Physics is not working on RF. I mean the gephysicsSystem ge PhysicsObject and gePhysicsJoint contained in the unofficial API:
http://www.genesis3d.com/~kdtop/gePhysi ... ndexed.htm
kikosmalltalk
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Post by kikosmalltalk »

Hi federico

OK. Now I understand !!!.
You could explain to me, like is the model that manages the physics of the car.
And who are the scripting that make this work.
In that this based their work?

thank you again.

Kiko
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