Probably the best thing to do is to write a class "physics object" first to give us a point where we can start the physics engine. Then have your vehicle as a descendant.
Jason Moyers wrote: > Hello all, > I have spent the last week modeling a motorcycle in blender ( > http://interreality.org/~masonjoyers/crotchrocket/index.html > <http://interreality.org/%7Emasonjoyers/crotchrocket/index.html> ) and > now that I have this spiffy model, I want to drive it around. To > accomplish this I think I will add a vehicle class in A3DL. The > question is what form of physics is currently working with VOS? I know > Peter was playing around with ODE a few months ago, but I don't think > that turned out so well. I believe currently physics is "emulated" via > the client. I would like to have basic physics for the vehicle class, > the drive torque is applied to the proper wheels, center of gravity is > applied, etc.. So should I attempt to play with ODE? or should I just > emulate my own physics code in the vehicle class? > -Jason > >------------------------------------------------------------------------ > >_______________________________________________ >vos-d mailing list >vos-d@interreality.org >http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d > > _______________________________________________ vos-d mailing list vos-d@interreality.org http://www.interreality.org/cgi-bin/mailman/listinfo/vos-d