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
>
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>
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>  
>


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