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| 24 Jun 2017 01:20 AM |
I am thinking about making a vehicle with very realistic physics (a motorcycle to be exact). I need great precision and refinement because I do not want it glitching out like most standard roblox vehicles. My question is: Should I stick to the vehicle objects and make immense edits to the physics or should I build it from the ground up (if that is even possible). I'm just a little worried about lag and things like that. I want to stay somewhat efficient. Any tips would be appreciated! Thanks
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| 24 Jun 2017 01:26 AM |
| You should learn about car suspension on roblox |
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ReaIG
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| Joined: 10 Apr 2017 |
| Total Posts: 4021 |
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| 24 Jun 2017 01:34 AM |
its not just suspension im worried about.... Perhaps I should be more specific. I am trying to script motocross bikes. If you want an example, look up games like MX vs ATV Reflex, MXGP3, or mx simulator. Perhaps some aspects are a little ambitious for roblox, but I would be really happy if I could figure out things like in-air physics or rider distribution and how it causes the bike to handle.
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| 24 Jun 2017 01:49 AM |
To come to think of it, Vurse made a pretty good mario kart style game with physics that matched it perfectly. I guess mario kart physics arent great, but by roblox standards, it is pretty impressive. I wonder what he did... They don't remind me of regular roblox vehicles.
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CodeLad
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| Joined: 23 May 2017 |
| Total Posts: 119 |
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| 24 Jun 2017 01:58 AM |
Use lots of OOP.
Consider using constraints for very good suspension.
Use BodyGryo & other body movers to stabilize things.
Adding to my last tip, never trust Roblox physics. It always acts up and does unexpected things. That's why you use cheats like BodyMovers.
I wish I could say more, but I've never been too big on doing things like this. |
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Pastures
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| Joined: 15 Aug 2015 |
| Total Posts: 943 |
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| 24 Jun 2017 02:09 AM |
"Use lots of OOP."
you're obviously autistic
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CodeLad
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| Joined: 23 May 2017 |
| Total Posts: 119 |
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| 24 Jun 2017 02:11 AM |
| Yes, OOP is great for abstraction that provides elegant and flexible code. |
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| 24 Jun 2017 02:28 AM |
yeah I have always felt the same way about roblox physics. I have been studying up on egomoose's guides on roblox wiki for things like inverse kinematics to get better with OOP.
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CodeLad
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| Joined: 23 May 2017 |
| Total Posts: 119 |
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| 24 Jun 2017 02:33 AM |
EgoMoose has a youtube channel that I check up on occasionally. If you haven't been there I recommend it.
For OOP the roblox wiki has a guide. But it's not too human. Go to scriptinghelpers and they have a fantastic guide there. lua dwuet org also has a nice guide too. For the metatables there is a youtube video on the _index metamethod that explains it flawlessly. |
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ReaIG
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| Joined: 10 Apr 2017 |
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| 24 Jun 2017 02:54 AM |
I love egomoose's youtube channel! I have seen the video on the __index metamethod too, but in OOP, its application seems to only be useful for notation. i.e. I think you could do the exact same stuff with regular tables, but it is much cleaner with metatables.
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| 25 Jun 2017 01:54 AM |
Random bump, but do you guys think it would be a bad idea to use CFrame to control the way the motorcycle moves and rotates. I don't know how else I could dodge roblox physics but I am open to other ideas.
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pilothhu
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| Joined: 28 Jun 2013 |
| Total Posts: 99 |
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| 25 Jun 2017 02:30 AM |
how am I avoiding roblox physics by using body gyro??
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