> > > > looking sharp. it's using the q3d physics yah?
> > >
> > > Actually, No.
> > > I found it a bit too unreliable so I'm using the good old C2 Solid behavior.
> > > The cars' physics are actually just 2 2D images.
> > > I'm trying a fake 2D jump & falling behavior as well which is the hardest part, I'd like the cars to jump & Fall. But i won't really need the behavior.
> >
> > heh me too :P my shooter uses the default C2 physics as well.
>
> Haha yeah, as long as you don't jump, it's pretty straight-forward, Unlike most of Q3D :')
>
> New Gif showing 2D Physics, 2 Cars, 8 Wheels:
> imgur.com/eUgB7oT
Amazing work , i am getting into q3d and also doing a car game , my question is how do you get the camera to turn as you turn the car ??? thanks! and again amazing work !
Thanks!
I've posted what i use for my camera setup before (previous page?) Edit: page 137 instead.
But basically a few things:
Every tick:
Set camera up vector to (Z) -9999
Set cam position to: Car.x + CamScale * cos(CamRotation)
Car.x + CamScale * sin(CamRotation)
Car.Z + (Height variable)
Set cam look towards: Car.x, Car.y, Car.Z(+Cam pitch)
Replace car.x for a camera object that you can set to the car position every tick
Camscale is a global variable which controls how far you can zoom in and out.
Camrotation is another variable that tells the cam where it is around the car.
Cam pitch variable controls looking up or down.
I hope that answers the question :)