Developer Store
Support
Member Forums

Screenshots
FAQ
Documentation
License
Known Issues
Downloads

MMOWorkshop BACK!

PyTorque
TGB Web Browser


karvermimic

hallsofvalhalla - Been A while
xapken - Wizards and Champions
J.C. Smith - The Repopulation - 0.5.2 Build Notes
EmpireGames - Elementals in Rise of Heroes
Empire Games - WarPath.
jaidurn - Warcall 0.0.1.0 build notes
medafor - Final detailing of models
Thamior - Presence system GONE! [May 25th 2009)]
... MORE BLOGS!

Building a MMO
Wow I had no idea....
Quest Remnants of Chaos
Checking to see if anyone is sti...
Well here I am again :)
T3D and MMOKit
afx 2.0
Terrain specularity [video]
Torque T3D MMO Kit
[3dFoin] Dragon Bug

A cart consists of a carriage and another object like a horse that pulls it. The carriage follows the horse and their distance is fix. For a straight movement this is quite easy - a bit trickier are curves. If you want to animate a cart more or less realistic you have to use at least two objects: the horse plus the drawbar and the carriage.

Let's define some coordinates:

  • W is the origin of the rear axle
  • D is the origin of the front axle
  • H is the origin of the horse

l = (D-H).length is fixed as well as (D-W).length If H is transformed, D and W have to follow.

Let us move H to H' and S should be the transform vector (H'-H).

The carriage follows the horse and its position and rotation is somewhat between its original and the direction of the horse. Let's put D' somewhere between D and H'.

S = H' - H
l = (D - H).length
D' = l * (H' - D).identity

The same goes with W':

l = (W - D).length
W' = l * (D' - W).identity

Attachments