I'm working on an artbased platformer game. The player drives a vehicle along the ground.
My problem is that whenever the vehicle climbs a hill, the distance between the wheels spreads apart.
So I tried to research some of the stick and spring models and bike games, but the concept just goes right over my head.
that is directly from the Jakobsen paper that is referred to over and over. I understand what it's doing, but I don't understand where x0 and x1 come from. Are they the actual _x's of the wheels? I've tried applying it in that way, but I'm having odd results. It's causing more problems than it's fixing.delta = x2-x1;
deltalength = sqrt(delta*delta);
diff = (deltalength-restlength)/deltalength;
x1 += delta*0.5*diff;
x2 -= delta*0.5*diff;
This is the code for _root.wheel2
I get the feeling I'm doing this totally wrong... Any help would be appreciated.Code:dx1=_x-_root.wheel1._x; dL=Math.sqrt(dx1*dx1); diff=(dL-rL)/dL; _x+=dx1*.05*diff; _root.wheel1._x-=dx1*.05*diff; dy1=_y-_root.wheel1._y; dLy=Math.sqrt(dy1*dy1); diffy=(dLy-rL)/dLy; _y+=dy1*.05*diffy; _root.wheel1._y-=dy1*.05*diffy;




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