jpdev Posted December 4, 2016 Share Posted December 4, 2016 Hi guys, I am looking into doing a little car game in babylon - and I ran into a demo about a physics car: http://www.babylonjs-playground.com/#SFELK#1 Since this was linked by deltakosh in this article: https://www.eternalcoding.com/?p=2764 I guess that it was working at some point, but is broken now? (For me the car won't accelerate - steering seems to work, but with no acceleration there is no way to tell for sure) Does anyone know what went wrong here with babylon 2.5beta? Quote Link to comment Share on other sites More sharing options...
JohnK Posted December 4, 2016 Share Posted December 4, 2016 No physics engine involved but it may be useful for you http://babylonjsguide.github.io/gamelets/Car_Driven Quote Link to comment Share on other sites More sharing options...
adam Posted December 4, 2016 Share Posted December 4, 2016 That demo was created when the default world scale of OIMO was 100. In this thread we determined that it needed to be set 1: To get it working again, set the world scale to 100 (line 95): http://www.babylonjs-playground.com/#SFELK#11 jpdev 1 Quote Link to comment Share on other sites More sharing options...
adam Posted December 4, 2016 Share Posted December 4, 2016 It would be nice if the oimo plugin could choose the world scale automatically based on the average size of the dynamic physics imposters. edit: I looked into this and I'm not sure it's doable, since the physics bodies use the world scale when they are created. Quote Link to comment Share on other sites More sharing options...
jpdev Posted December 4, 2016 Author Share Posted December 4, 2016 Thanks for the feedback. Didn't notice it was oimo.. too bad that this means no heightmaps to drive on. I'll have a look into cannon cars next Quote Link to comment Share on other sites More sharing options...
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