Was experimenting with (free) Crafty game engine and whipped up a demo of showing difference in steering between wheeled and tracked vehicles. Most RTS games I have seen use 'tracked' vehicle movement in that they point in a direction...move...stop briefly to rotate then move again. Crafty had a GTA style (overhead) view that included driving a car that implemented handling and steering, so I thought I'd whip up a demo of showing the difference.
The code for the 'wheeled' steering looks something like this:
                if(keyLeft){
                    dozer.rotation.y += _speed * _handling 
                }
                if(keyRight){
                    dozer.rotation.y -= _speed * _handling 
                }
                if(keyUp){
                    startScanning = true;
                    _speed += _acceleration;
                }
                if(keyDown){
                    _speed -= _acceleration;
                }
                _speed = _speed * 0.98;
                if(_speed > _maxSpeed) {
                    _speed = _maxSpeed;
                }
                if(_speed < -1) {
                    _speed = -1;
                }
                dozer.position.x -= Math.cos(dozer.rotation.y ) *( _speed);
                dozer.position.z -= Math.sin(dozer.rotation.y ) * -_speed;
 
 
Note that I was informed by friends that modern tracked vehicles CAN 'steer' without stopping by slowing instead of stopping one track..
ReplyDeleteExample:
http://www.youtube.com/watch?v=PyKktpTwr1c&feature=relmfu