@mastrobardo - That is not a simple question to answer ;) It is deeply tied into my home brewed physics. One thing I did was made the track a modular set of "simple" mathematical surfaces. That way I can determine where the track is very easily and quickly. Hopefully that helps a little, but beyond that, it this would become a huge, boring email.
@McFunkypants - I made my own physics engine based on stuff I found on the internet, like this: http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html I got some advice from this list early on that a racing game would not be possible with Flash 3d (pre molehill) plus a full physics sim. So I made a really bare bones physics setup that cuts a lot of corners! On Wed, Apr 6, 2011 at 1:30 PM, McFunkypants <[email protected]> wrote: > Hi Shawn, your racing game is fantastic! One question: what physics > engine are you using? > Kind regards, > Chris > -- Shawn McInerney MooseMouse Media, Inc. http://moosemouse.com [email protected]
