@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]

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