I am looking to create a tank movement component as it seems they skipped the N-wheels and tank models. Based on the nvidia documentation it looks like i should be able to piggyback off of vehiclemovementcomponent and the physxvehiclemanager. Same wheelsim and drivesim data, different rawinputdata and a few settings need to be set (Tankdrivemodel). My question is what is the best way to go about this? plugin, component, project class code? I am good with programming but weak on the engine structure side and how to include the needed header as it looks like physxinclude.h excludes it aswell. Will i break the engine or create a weird redundancy if i try to build a plugin with physx code that is not in the main engine? If it cannot be done by myself when is the tank model going to be implemented? Or is their some way to emulate wheelcollider that exists in Unity? (also physx based i believe)
Coding wise i can do it i just dont have a good grasp on fiddling with something this interconnected, this pretty much makes or breaks my project.
Thank you for any help
References: http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/PxVehicleDriveTank_8h.html https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/Vehicles.html http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/apireference/files/group__vehicle.html
asked Sep 08 '14 at 11:41 PM in C++ Programming
Just create your own class derived from the UWheeledVehicleMovementComponent class and utilize the PhysX tank movement (you can find their API and samples online). You would then include PxVehicleDriveTank.h as well. This is what we did. Let me know if this helps or if I can provide more information.
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