Author: berniw | Created: 2017-10-07 04:42:41
Subject: Re: TORCS and Cars going into the Ground
What do you mean by "sank into the ground", did you compare the exact same scenario on 1.3.7 vs. 1.3.8? Does just the 3D Model clip the ground or does anything else happen? Where does it happen? If it is just clipping, check:
- Is it on a track like ole-road? Some minimal clipping there is normal, because the visual 3D-Model of the track does not match the physical model (a quad polygon is for rendering approximated as 2 triangles, but the computational model treats it currently as one, eventually non flat surface)
- Ground floor of the car 3D-model, needs to be at 0, not lower
- The car 3D-model center must be in the center of the coordinate system, see also my tutorial video on youtube, you can check it by bumping into track barriers, check for gaps or clipping.
In fact the collision/wheel-z code in 1.3.8 works better than ever, because it works now with the car edges. But that this works, the car centering must be correct (till 1.3.7 it happened at the car axles, so the centering was not relevant for that).
You can see the difference very well on dirt-2, do a comparison run with 1.3.7 and 1.3.8 where the cars jump and hit the floor on an angle (use e.g. olethros or bt bots, they do not slow down over the jumps). In 1.3.7 the parts before/behind the axle dive deep into the ground, in 1.3.8 this does not happen anymore.
Last Edited: 2017-10-07 11:44:10 by