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grubert
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« Reply #4 on: January 03, 2009, 12:51:16 AM » |
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I guess if at the collision moment we get the value from the collision callback to retrieve the vehicle's velocity vector, we can put some physics pieces in the car that where inactive to become active and apply at them the same velocity vector of the car as a force. So, if your car shocked with a wall at 180 km/h, at the game loop right after collision, the pieces (like some 4 to 8 pieces that are big and also would give a nice visual) are made active and receive a push force in the direction the car was traveling. If it's a wall, I guess they'll bounce back in a believable fashion, with varied angles depending upon their "edges" etc. If the hit object is, let's say, a short barrier of concrete (1m tall), the lower pieces will hit it and bounce back around, and the higher ones will fly over it, falling some meters ahead. Just guessing here. But sure is a nice effect, along with distorted metal in the fuselage (this one is easier with modeling). For the future (some years ahead) when cloth simulation become cheaper to use in-game, will be great for things like this, to simulate the car body like cloth (with a rigid, metal-like preset). I've seen some tests in maya using cloth for this purpose and it gives cool displacements/distortions in the metal, that follow to some degree the contour of the hit object, which is more realistic.
Edit: typos
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