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