Tune car params
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93b622a0a4
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3 changed files with 24 additions and 11 deletions
2
assets.h
2
assets.h
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@ -18,7 +18,7 @@
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static const char *LCR_maps[] =
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static const char *LCR_maps[] =
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{
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{
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"LM;;;0;#*s1s0"
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"LM;;;0;#*H1k0J"
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"#=s0s0 #fd190" // big concrete
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"#=s0s0 #fd190" // big concrete
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"#=s0B0 #fd910" // concrete wall
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"#=s0B0 #fd910" // concrete wall
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29
racing.h
29
racing.h
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@ -21,8 +21,8 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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#define LCR_PHYSICS_UNIT 4096 ///< length of map square for physics engine
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#define LCR_PHYSICS_UNIT 4096 ///< length of map square for physics engine
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#define TPE_RESHAPE_TENSION_LIMIT 10
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#define TPE_RESHAPE_TENSION_LIMIT 3
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#define TPE_RESHAPE_ITERATIONS 5
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#define TPE_RESHAPE_ITERATIONS 8
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#include "map.h"
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#include "map.h"
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#include "tinyphysicsengine.h"
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#include "tinyphysicsengine.h"
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@ -30,16 +30,15 @@ typedef int32_t LCR_GameUnit; ///< abstract game unit
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// TODO: move some of this to constants?
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// TODO: move some of this to constants?
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 160)
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#define LCR_GRAVITY (LCR_PHYSICS_UNIT / 160)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 180)
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#define LCR_CAR_FORWARD_FRICTION (TPE_F / 180)
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#define LCR_CAR_AIR_FRICTION 32
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#define LCR_CAR_AIR_FRICTION 32
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#define LCR_CAR_STAND_FRICTION_MULTIPLIER 32
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#define LCR_CAR_STAND_FRICTION_MULTIPLIER 32
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#define LCR_CAR_STEER_FRICTION (TPE_F)
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#define LCR_CAR_STEER_FRICTION (TPE_F)
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#define LCR_CAR_ELASTICITY (TPE_F / 150)
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#define LCR_CAR_ELASTICITY (TPE_F / 150)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 20)
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#define LCR_CAR_ACCELERATION (LCR_PHYSICS_UNIT / 19)
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#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 17)
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#define LCR_CAR_STEER_SPEED (LCR_GAME_UNIT / 16)
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#define LCR_CAR_STEER_MAX (LCR_GAME_UNIT / 2)
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#define LCR_CAR_STEER_MAX ((7 * LCR_GAME_UNIT) / 24)
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// multipliers (in 8ths) of friction and acceleration on concrete:
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// multipliers (in 8ths) of friction and acceleration on concrete:
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#define LCR_CAR_GRASS_FACTOR 5
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#define LCR_CAR_GRASS_FACTOR 5
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@ -637,6 +636,20 @@ uint32_t LCR_racingStep(unsigned int input)
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{
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{
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LCR_LOG2("racing step start");
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LCR_LOG2("racing step start");
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/*
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for (int i = 0; i < LCR_CAR_JOINTS; ++i)
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printf(" %d: %d %d %d, %d %d %d\n",
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i,LCR_racing.carBody.joints[i].position.x,
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LCR_racing.carBody.joints[i].position.y,
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LCR_racing.carBody.joints[i].position.z,
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LCR_racing.carBody.joints[i].velocity[0],
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LCR_racing.carBody.joints[i].velocity[1],
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LCR_racing.carBody.joints[i].velocity[0]);
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printf("------\n");
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*/
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uint32_t result = 0;
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uint32_t result = 0;
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TPE_Vec3 carForw, carRight, carUp, carVel;
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TPE_Vec3 carForw, carRight, carUp, carVel;
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uint8_t groundMat = LCR_BLOCK_MATERIAL_CONCRETE; // material under wheels
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uint8_t groundMat = LCR_BLOCK_MATERIAL_CONCRETE; // material under wheels
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@ -726,7 +739,7 @@ uint32_t LCR_racingStep(unsigned int input)
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{
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{
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LCR_GameUnit rotateBy =
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LCR_GameUnit rotateBy =
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(LCR_racing.wheelCollisions & 0x0f) ? // on ground slow down wheel rot.
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(LCR_racing.wheelCollisions & 0x0f) ? // on ground slow down wheel rot.
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(LCR_racingGetCarSpeedUnsigned() / 16) : LCR_GAME_UNIT / 32;
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(LCR_racingGetCarSpeedUnsigned() / 8) : LCR_GAME_UNIT / 32;
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if (!(input & LCR_RACING_INPUT_BACK))
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if (!(input & LCR_RACING_INPUT_BACK))
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rotateBy *= -1;
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rotateBy *= -1;
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@ -1446,12 +1446,12 @@ void _LCR_rendererAnimateCar(void)
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LCR_renderer.animatedCarVerts[index + 2] -=
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LCR_renderer.animatedCarVerts[index + 2] -=
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(LCR_renderer.animatedCarVerts[index] * LCR_renderer.wheelSteer)
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(LCR_renderer.animatedCarVerts[index] * LCR_renderer.wheelSteer)
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/ (8 * S3L_F);
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/ (16 * S3L_F); //(8 * S3L_F);
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LCR_renderer.animatedCarVerts[index] +=
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LCR_renderer.animatedCarVerts[index] +=
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((LCR_renderer.animatedCarVerts[index + 2] -
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((LCR_renderer.animatedCarVerts[index + 2] -
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LCR_renderer.wheelRotationCenters[2]) * LCR_renderer.wheelSteer)
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LCR_renderer.wheelRotationCenters[2]) * LCR_renderer.wheelSteer)
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/ (2 * S3L_F);
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/ (4 * S3L_F); //(2 * S3L_F);
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}
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}
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}
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}
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}
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}
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