   Raycar: ODE ray-cast car demo (DX9 etc, too)
Raycar, my raycast-based ODE-based car demo, has a new version out. You can download the demo and play with it, or you can download the source and read it/use it/play with it.This version introduces nice surroundings, tunes up the car, removes the hard dependency on XInput, and adds a host of surrounding game-type support code.Apart from the ray-cast car model (which is quite tunable), there's some management of Direct3D, meshes, textures, shaders, sounds (WAV and OGG), and other things you'll probably need in a game, so you can raid the source for whatever strikes your fancy. There's even a light-weight, very fast XML parser!   
  I think for ODE, it'd be much simpler if you could make a demo using GLUT with minimal code for graphics since that appears to be the point of the demo.   ;  Thanks for the suggestion.Actually, the point of the demo is to keep me enjoyed while writing it. The reason I release is is that "how do I create a well tuned car" is a common FAQ on in ODE land. A year or two ago, I made a car based on balls and Hinge2 joints, and released the "carworld" demo. That, however, didn't fully compile as released, and the compiled executables needed GLSL which was a problem at the time.Actually, the current demo probably needs ps_2_0, as I don't have any fallback techniques. I should fix that :-)   ;  Is there an 'uncommon' FAQ?? Just curious.Unfortunately, I was unable to run it since I don't have d3dx9_29.dll. I'm always running into these problems with hobbyists projects.I'm trying to find where I can get it.Edit: found it after alot of hassale. (No, I don't want to download the 330mb SDk! I just want the .dll!)Anyhow... Very nicely put together demo. I like the handling of the car. Finally, a car physics demo that doesn't make you fall over the moment you start turning. Its a nice 'arcadey' feel to it.One thing is that you might want to add walls around the ground, if you fall off, you have to restart.[Edited by - Ezbez on February 22, 2006 7:12:32 PM];Quote:Unfortunately, I was unable to run it since I don't have d3dx9_29.dll. I'm always running into these problems with hobbyists projects.The February DirectX Runtime has it. It's just the runtime -- not the full SDK. And linked at the very bottom of the raycar page -- although if you could tell me what I could have done to save you the trouble of searching around, I'd appreciate it!Quote:Finally, a car physics demo that doesn't make you fall over the moment you start turning.Yeah, that being the hard part :-) Glad you like it.Next version will probably have more of an actual level. You don't ACTUALLY fall off -- you just drive off on an invisible, infinite plane ;-) Whenever I get some more time ...   ;  First off thanks for the demo, and the source especially.  I was having a hard time getting ODE to work with DXUT.  I wasn't sure how to handle DXUT.h and ODE.h together I was leaning towards something like precompiled.h but I wasn't sure how to go about it really.  Anyways I got the demo working with the latest version of DX (August 2007), VC++ 2005 express, and the latest PSDK.  I just had to update the DXUT files, main.cpp, and precompiled.h and of course the .fx files to be 2_0 (I just changed "compile 1_1" to "compile 2_0".    I tried to document a lot of my changes in a text document.  So the main point here is that if you want it (or anybody for that matter) just drop me an email (I believe it's in my profile but if not it's trebconnell@gmail.com) and I'll see if I can find a way to get it to you. I'll be incorporating it into my game (by that I mean the precompiled.h and probably the message delivery system).  Thanks again.-Treb Connellps. Congratulations the car is very well done, many physics demo's I see are a lot less stable than this one.   ;  Damn, I really wish I could try this out, being on a Mac and all..Oh well, thanks for sharing though!   