My first jme3 experience: F1Viewer3D – suggestions needed

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This topic contains 31 replies, has 7 voices, and was last updated by  truman 3 years, 4 months ago.

Viewing 15 posts - 1 through 15 (of 32 total)
  • Author
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  • #19045
    +1

    truman
    11p
    Member

    Hi everybody,
    I’m trying to develop a jme3 car racing game
    It’s a race viewer for a f1 browser game( f1project)
    I’m trying to manage physics, but I have many problems with car impacts
    Any suggestion from your experience to manage them ?

    http://www.youtube.com/watch?v=jdEVxmVoaSc
    Thanks in advance

    #127994

    Normen Hansen
    2795p
    Keymaster

    Cool. Whats your problem exactly? The AI doesn’t manage to avoid the collisions properly?

    #127995

    truman
    11p
    Member

    This is one problem, but the main one is that cars loose too much time when have accidents

    #127996

    Momoko_Fan
    577p
    Keymaster

    Yeah, its reality. When you crash, your car gets ruined and you would be lucky if you don’t end up with a broken neck :)

    #127997

    Andreas Höhmann
    8p
    Participant

    Looks COOL :)

    #127998

    truman
    11p
    Member

    Momoko_Fan said:
    Yeah, its reality. When you crash, your car gets ruined and you would be lucky if you don’t end up with a broken neck :)

    I agree with you, but I need to reduce impact effects, in other words I have to reduce number of broken necks :)
    For example one problem is the restitution value: if it’s too low cars go to glue themselves, if it’s too high every impact is a mortal accident
    I’ve set restitution at .9f, I’d need suggestions about this kind of things
    Anyway I can confirm that: JME3 gives great satisfaction, thank you !!!!

    #127999
    +1

    Normen Hansen
    2795p
    Keymaster

    I’d try not modifying too many values at once. Reset all values to default and try what one value is doing. Another “trick” might be checking impact forces and applying opposing forces when the impact was too powerful.

    #128000

    truman
    11p
    Member

    normen said:
    I’d try not modifying too many values at once. Reset all values to default and try what one value is doing. Another “trick” might be checking impact forces and applying opposing forces when the impact was too powerful.

    I’ll try it
    It could be a good idea

    #128001

    truman
    11p
    Member

    truman said:
    I’ll try it
    It could be a good idea

    could you provide an example please?
    PhysicsCollisionEvent gives me only float values of applied forces
    How can I get a Vector3f force of impact?
    Thanks

    #128002

    Normen Hansen
    2795p
    Keymaster

    Theres the collision normal supplied.

    #128003

    truman
    11p
    Member

    normen said:
    Theres the collision normal supplied.

    Thanks for quick answer
    Are getLateralFrictionDir1 and getLateralFrictionDir2 the right methods?

    #128004

    truman
    11p
    Member

    I’ve powered a new release of my project:
    .
    http://www.youtube.com/watch?v=DWLxHsMQaSI
    I need help on lights:
    which could be the right combination of them to have a realistic effect?
    My setupLightning method is very simple:


    where my shadow direction is the same of dl2 direction
    any help would be appreciated
    thanks
    bye

    #128005

    glaucomardano
    292p
    Participant

    Dude, Very Cool! I love car games ;P.

    truman said:
    I’ve powered a new release of my project:
    .
    http://www.youtube.com/watch?v=DWLxHsMQaSI
    I need help on lights:
    which could be the right combination of them to have a realistic effect?
    My setupLightning method is very simple:


    where my shadow direction is the same of dl2 direction
    any help would be appreciated
    thanks
    bye

    Are you lightning the whole scene with only 3 lights?:o
    Could be cool a ambient occlusion effect!

    #128006
    +1

    Momoko_Fan
    577p
    Keymaster

    Don’t use the alpha portion on lights, I am pretty sure it does nothing. Instead scale the RGB values down
    Also .. outdoor lighting generally has one powerful directional light (sun), which is usually light yellow, and low ambient lighting with the color light blue (sky). This will help you give a more realistic lighting model.

    If its still not enough you can use normal mapping on some parts of the scene to improve the look

    #128007

    truman
    11p
    Member

    Momoko_Fan said:
    Don’t use the alpha portion on lights, I am pretty sure it does nothing. Instead scale the RGB values down
    Also .. outdoor lighting generally has one powerful directional light (sun), which is usually light yellow, and low ambient lighting with the color light blue (sky). This will help you give a more realistic lighting model.

    If its still not enough you can use normal mapping on some parts of the scene to improve the look

    thanks, I’ll try and I’ll show you results
    bye

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