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Re: [pygame] Re: Car physics



Thank Mike,

I have always wanted to make a rock'n roll racing
clone...

Devon
--- PyMike <pymike93@xxxxxxxxx> wrote:

> Never mind, I converted one of DrPetter's car demos
> to python, and it works
> great.
> if anyone's interested, it's here:
>
http://pymike.aftermatheffect.com/demos/cardemo-0.1.zip
> 
> On Sat, May 24, 2008 at 9:40 AM, PyMike
> <pymike93@xxxxxxxxx> wrote:
> 
> > Hi all,
> >
> > I've been working on making a 2D game that will
> involve cars driving
> > throughout a city, and I need some more or less
> realistic physics for it.
> > (like accelerate around, and then skid when you do
> sharp turns.)
> >
> > I was thinking of using PyODE, but I can only find
> like three examples for
> > it, and they're not what I need. I can't find a
> nice documentation for it
> > either.
> >
> > Anyone have any suggestions on how to do this?
> >
> > PS. I'm not above "faking" the physics for it ;-)
> if you want to see what
> > I've done so far, my source code is here:
> >
>
http://pymike.aftermatheffect.com/files/GTO%20Car%20Sim.zip
> >
> > Thanks,
> > --
> > - pymike (http://pymike.aftermatheffect.com/)
> 
> 
> 
> 
> -- 
> - pymike (http://pymike.aftermatheffect.com/)
>