1. I've gotten closer. As you can see compared to my last video, I found one mistake and the relative position of the wheels is correct with the exception that the Y and Z axis are reversed in respect to the chassis center of mass.

    # vimeo.com/58943701 Uploaded 50 Plays 0 Comments
  2. I'm going to go out on a limb here and say I've probably got a couple values negative when they should be positive or vice versus.

    # vimeo.com/58335371 Uploaded 15 Plays 0 Comments
  3. As you can see in this video, I'm nearly there. The Car is just not adjusting height yet, but it seems the detections are correct and the only other thing is that the input steering values seem to be reversed. Not a difficult thing to fix.

    # vimeo.com/58277529 Uploaded 45 Plays 0 Comments
  4. The following video demonstrates my current development sage with creating a vehicle physics kit for the Torque 3D game engine. Specifically, this video shows the work I'm doing with PhysX vehicles. I still have more to go.

    # vimeo.com/58158169 Uploaded 117 Plays 0 Comments
  5. I am using PhysX SDK version 2.8.4 with the Torque 3D game engine in my work to create an articulated suspension system. I'm using multiple joints because as I've seen thus far there is nothing that allows me to use one to create steering, wheel rotation, and a suspension spring simultaneously.

    The rear wheels are essentially just not using one of the joints and the additional actor. By my understanding, since I've locked all directions for the joints for the front wheel, they should remain completely rigid. This happens when I lock them for the rear wheels. However, as you can plainly see in the video, they are not remaining locked at all.

    # vimeo.com/57153475 Uploaded 161 Plays 0 Comments

Development work

Ron Nelson

Videos of my video game development work

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