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Thread: Train, Rail and Roller Coaster System

  1. #1
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    Train, Rail and Roller Coaster System



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    Current Status: Released (Marketplace Page)

    Price: $29,99

    Version: 1.0

    Known issues: None

    Documentation download (all functions, macros, events and components documented): TrainAndRail.pdf

    Overview video: Trailer and Overview Video

    Description
    Build complex or simple train tracks in minutes, then preview them instantly. Trains can be customized for any setup, look or feel.
    Tracks are spline based, allowing you to setup complex meshes quickly. Also included is the terrain train track for quickly building tracks across uneven terrain.

    Track triggers allow you to have trains or carriages fire events in the game world. Use triggers to create junctions that change, or level crossing barriers that lower as a train approaches, or leaves.
    The mine cart comes with a custom jump trigger that uses built-in events to extend the base carriage, allowing the mine cart to jump, rotate and scale into the air for comic effect.

    Each carriage can detect obstacles on the track and respond accordingly, some can stop and wait for it to move, others can ignore it and keep on going.
    End of track options give you the ability to define how the train or carriage responds to the end of the track; stop, reverse direction, derail, .., or add your own custom response.

    The system comes with a pre built mine cart, modern train engine, and two example carriages.
    The system is highly customizable and comes with documentation, examples and videos.



    Tech details
    Blueprints: 8 (+6 Demo map blueprints)
    Maps: 7 Example maps, 1 overview map
    Models: 16 (6 Train, 2 mine cart, 2 tracks and 6 demo models)
    Animations: 2 (wheels for train and wheels for mine cart)
    Number of Materials: 13
    Do Materials derive from a Master Material with instances as variation: Yes
    Number of Textures: 14 (4k for train and mine cart, 1-2k for demo information models)
    Intended Platforms: Desktop / Console / VR
    Platforms Tested: Windows / Vive


    Features
    General:
    • Pre built trains: Modern engine, flat car, box car and mine cart
    • Highly detailed example maps broken down by train / track category.
    • All blueprints commented and with helper comments on where to extend sections
    • Documentation provided for all major blueprints including detailed descriptions of every component, macro, function and variable


    Train Carriage:
    • Select a track in the world and the train carriage (or entire train if this is parent) will snap to it
    • Supports one or two bogies
    • Customize all meshes and entire look. Comes with offsets for all meshes relative to position on tracks.
    • Bogie distance, wheel animation playback speed are all customizable
    • Multiple end of track options (what the train does at the end of the track) including; derail, reverse direction, stop, attempt to stop, warp to original position
    • Easy to add new end of track options if you desire
    • Start inverted on track (if the train carriage should be flipped)
    • Highly configurable engine / physics: friction, gravity, mass, acceleration, deceleration as well as max speed, min speed
    • Ability to disable realistic speeds and use constant speed, E.g. creating a roller coaster or conveyor belt
    • Ability to select the starting direction of travel
    • Select carriage type; Engine will be able to move itself while a standard carriage won't move without an engine or force moving it
    • Impact collision; If enabled the carriage will knock back obstacles in front of it (min size can be customized / large objects can slow the train / carriage down)
    • Sensor in front of the train can detect obstacles on the track
    • Obstacle responses dictate how the carriage responds, E.g. it can stop and wait for it to move, just ignore it and crash into it or not do anything.
    • Easy to add new obstacle responses to your setup
    • Collision filtering, E.g. Carriage will ignore the player but derail if it hits a static mesh
    • Plow strength; Impact force used to knock objects away
    • Flag the carriage so it never derails
    • Customize the derail force, set a low force for small crashes, or a large one for more dramatic ones
    • Collision ignore list, add any actor you want to the collision ignore list
    • Timed collision ignore list, add any actor and a time to the list and it will automatically be removed from the list when the supplied amount of time has passed
    • Ability to dampen the derail force that's passed down to children
    • Quickly build trains with the parent / child select
    • Parent carriages pass their settings down to the child carriages by default (this can be disabled if needed)
    • If something happens to a child carriage (E.g. end of track) it will ask the parent how to handled
    • Ability to specify how far apart child and parent carriages should be
    • Distance checks can be enabled and the child can disconnect from the parent if the distance is too great
    • Customize the parent lerp speed. Child will try and match the parent speed, the lerp value specifies how close it will match.
    • By default all carriages come with the Lean Effect and the Roll Effect (the mine cart has a custom jump effect)
    • Lean Effect, ability for the carriage to lean on or out of a bend, creating a cartoon lean effect
    • Lean effect thresholds and limits can all be customized
    • Roll effect is used to derail a carriage if it goes around a bend that's too sharp.
    • Roll effect threshold can be customized as well as the check performed, for example you can have it ignore Pitch and Yaw but derail on Roll only.
    • Debug strings have been left in place, but can be disabled with a single option
    • Add as many custom bogies to a carriage as you need for a custom setup
    • Events for post update to carriage as well as enter and leave each section of track


    Mine Cart
    • Mine cart is an excellent example of a single bogie carriage
    • Also an excellent example of using events to customize the carriage and implement custom effects (jump trigger)
    • The mine care features a jump effect that's applied to the carriage and can modify the scale, location and rotation of the carriage body or bogie


    Connection Tool
    • Auto rebuilds and detects invalid connections between tracks


    Debug Tool
    • Debug functions such as rendering bogie positions or carriage hitches stored in one debug blueprint so main blueprints aren't bloated
    • Print all connection info about a track or connection points
    • Print / render all bogie names for selected carriages
    • Render trigger regions for selected tracks
    • Render sensor bogie in real time
    • Render carriage hitches in real time
    • Delete all trigger regions from a track


    Tracks:
    • Tracks can be joined together to form complex or simple track layouts
    • Spline based mesh building
    • Any spline added to track blueprint will be handled as track spline (unless ignore tag is added)
    • Mesh building for spline can be disabled so merged actors or meshes can be added in place
    • Up direction can be set to create handing or twisted track
    • Connection arrows to visually indicate if connection made to another piece of track
    • Customize the connection distance (how far away the end point of another piece of track must be to be connected)
    • Notifies any carriage / train attached to track about editing so it can update
    • Ability to ignore other tracks in world when building connections
    • Ability to force track to use track connection (if multiple exist)
    • Ability to pick connection at random (if multiple exist)


    Terrain Track
    • Same as an ordinary track except it auto adds the spline points and uses line traces to conform to the terrain underneath
    • Best used with actor merging to build tracks quickly over uneven terrain instead of hand modeling everything


    Triggers
    • Attach to a single spline or all splines on a track
    • Customize the trigger radius
    • Comes with multiple events to customize the trigger behavior
    • All trigger fire events have the bogie as well as the parent carriage passed into them
    • Options to trigger once, reset, timed reset, trigger once per carriage, delay on fire
    • Trigger map comes with four pre built triggers to provide detailed examples



    If you have any questions, comments or feedback please let us know. We'll update this thread with any new information.

    Thanks,
    PJ Team
    Last edited by PolygonJelly; 04-05-2017 at 03:36 PM.


  2. #2
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    This seems really cool. Could this be used to implement roller coasters for example? Does it support weird/upside down track placements?

  3. #3
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    Quote Originally Posted by axell699 View Post
    This seems really cool. Could this be used to implement roller coasters for example? Does it support weird/upside down track placements?
    Yep, 100%
    In the screen shots above you might be able to make out some of the upside down tracks.
    You can change the track mesh to be anything you want, in your case, coaster track. The same goes for the "train", the meshes can be changed to anything, so a roller coaster is 100% possible and would require no code changes, just some new meshes.


  4. #4
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    Quote Originally Posted by PolygonJelly View Post
    Yep, 100%
    In the screen shots above you might be able to make out some of the upside down tracks.
    You can change the track mesh to be anything you want, in your case, coaster track. The same goes for the "train", the meshes can be changed to anything, so a roller coaster is 100% possible and would require no code changes, just some new meshes.
    Awesome indeed Looking forward to it.

  5. #5
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    Samaritan
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    added to my wishlist. Will you consider adding ability to design/spawn tracks at runtime?
    Or, do you think it is possible to use this pack with https://www.unrealengine.com/marketp...geon-architect ?

  6. #6
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    Quote Originally Posted by duyth View Post
    added to my wishlist. Will you consider adding ability to design/spawn tracks at runtime?
    Or, do you think it is possible to use this pack with https://www.unrealengine.com/marketp...geon-architect ?
    Hi duyth, while we don't have an example of this, it would be possible.
    Each track is its own independent actor, when it's spawned / constructed it checks for tracks near the start and end points, if one is close enough to another track end point, then a connection will be made.
    So you could have some pre built sections of track, spawn them as you need them at run time and then just call the function to check for connections.
    So yea, with a small bit of Blueprint work, you'd be be able to spawn tracks at run time and form connections between them.

    Let us know if you have any further questions.


  7. #7
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    It looks really cool



  8. #8
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    Samaritan
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    Quote Originally Posted by PolygonJelly View Post
    Hi duyth, while we don't have an example of this, it would be possible.
    Each track is its own independent actor, when it's spawned / constructed it checks for tracks near the start and end points, if one is close enough to another track end point, then a connection will be made.
    So you could have some pre built sections of track, spawn them as you need them at run time and then just call the function to check for connections.
    So yea, with a small bit of Blueprint work, you'd be be able to spawn tracks at run time and form connections between them.

    Let us know if you have any further questions.
    Sold! looking forward to seeing this pack

  9. #9
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    Luminary
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    Hey @PolygonJelly

    Got a few Questions about this asset.

    1. Does this work between multiple levels?
    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    3. Are there any plans to support tunnels?

  10. #10
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    Quote Originally Posted by axell699 View Post
    This seems really cool. Could this be used to implement roller coasters for example? Does it support weird/upside down track placements?



    Added an example roller coaster map and simple roller coaster models.
    Map took < 7 minutes to make with the system (took longer to make the models than to build the map ). File have been submitted to Epic to be included with the initial release.


  11. #11
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    Quote Originally Posted by HeadClot View Post
    Hey @PolygonJelly

    Got a few Questions about this asset.

    1. Does this work between multiple levels?
    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    3. Are there any plans to support tunnels?

    1. Does this work between multiple levels?
    Just tested it out and it does indeed work, please see the two screen shots below, I just tested with with the level streaming in the content examples, I built the tracks across three of the streaming levels. As the new pieces of track spawn in, you'll just need to call the make connection function so it picks up other tracks around it, same as if you were spawning new track at run time.


    2. Does the terrain train track tool support elevated rail systems? (Bridges)
    The terrain tool will use a line trace directly under the track, and then places the spline point / mesh at that location, so if it's a bridge mesh it hits, then the track will be placed on the mesh.
    * See note in answer three about bridges / tunnels.

    3. Are there any plans to support tunnels?
    Yes, very much so. There's a million more features I'd like to add to this system.

    The first of which I'd like to extend the terrain tool to that you can set the desired track height and then drag it across terrain and have it lay the tracks at the height and build the bridge mesh underneath down to the ground. Then the same for tunnels, have it lay the track and build the tunnel mesh around it.
    Currently the terrain tool is a simple one, it takes two points and adds the mesh between. If people are interested in this system and have an interest in having bridge and tunnel tools, I'd love to make them, I just needed to release this version to see if people want it.

    So that was a long answer, but in summary; yes, I've got plans to build advanced bridge and tunnel tools as well as expand on the terrain tool if people buy / use the system.

    Hope that answered your questions, if I missed anything or you have any follow up questions, let me know.

    Thanks,
    PJ Team
    Last edited by PolygonJelly; 03-12-2017 at 04:11 AM.


  12. #12

  13. #13
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    Infiltrator
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    Will this support multiplayer?

  14. #14
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    Quote Originally Posted by fender21 View Post
    Will this support multiplayer?
    Yep, it supports multiplayer.
    We don't have any replication enabled by default since that will be up to the end user based on their project. There are a lot of options in there, especially for the train, so having them all turned on by default would not be great for performance.

    If your project just calls for a network replicated train in the style of Counter Strike (train moves from point to point, doesn't stop, kills if you get in its way) then you'd only need to turn on replication for the bogies (which hold the info about what track it's currently on) and then the speed / velocity in the carriage.
    If on the other hand you're creating a much more elaborate project where the player jumps between two or more moving trains while the carriages lean around bends and jumps, then you'd need to turn on the same as above but also the current lean effect variables as well as child carriage info.

    So yes it supports multiplayer, but what features are used are up to you for your project. To help with this we documented every variable in every Blueprint, check out the link to the PDF in the first post.
    If you, or anyone are planning a MP enabled project please post here, PM or e-mail support[at]polygonjelly[dot]com and we'll help you get things setup as you need them, or answer any question you might have.

    Hope that answered your question, please shout if it didn't or if you have any follow up questions.

    Thanks,
    PJ Team


  15. #15
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    Visionary
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    Looks very interesting. Good luck with the submission process. =)

  16. #16
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    This is a fantastic system you have put together here!
    Keep building awsome stuff!
    Birds
    Add interactive birds to
    your game environments.
    Fish
    Add fish to your game environments.
    Built-In obstacle avoidance.
    Horse Starter Kit
    Add mountable horses to your game environments.
    Unreal 4 mannequin rider.

  17. #17
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    Is it possible to connect different meshes together?

  18. #18
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    Quote Originally Posted by SE_JonF View Post
    Looks very interesting. Good luck with the submission process. =)
    Thanks!

    Quote Originally Posted by CharacterArtist128 View Post
    This is a fantastic system you have put together here!
    Keep building awsome stuff!
    Thanks, and right back at you, we have a couple of your products and they are excellent.


    Quote Originally Posted by Lynkk View Post
    Is it possible to connect different meshes together?
    For tracks; You can change the mesh on a piece of track to anything you want. So it's easy to join different meshes / tracks together.
    For trains; There are two main meshes; the body and the bogie. If you need to add extra mesh to the carriage, you can just parent to one of these. In our examples this is exactly what we did with the engine.

    Hope that answers your question, if not, please let us know.

    Thanks again to everyone for the views, questions and interest. We'll update the thread as soon as we hear back from Epic. In the mean time, please ask any questions you have.

    PJ Team


  19. #19
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    Nice, is there a way to place splines so they are uniform in distance apart?

  20. #20
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    is it possible to make Track switches? Let's say for a train station, as example.

  21. #21
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    Quote Originally Posted by Jaydennh View Post
    Nice, is there a way to place splines so they are uniform in distance apart?
    The tracks and splines are all in engine / editor so you can drag / copy them out using standard grid snapping or any snapping plugin you might have installed. There's nothing in the system that would limit placement.
    You can also make child blueprints from the track class and store them as pre-built track sections for placement or spawning at runtime.


    Quote Originally Posted by GAME3D View Post
    is it possible to make Track switches? Let's say for a train station, as example.
    Yep, 100%, the system comes with some pre-built triggers, one of which is a junction trigger. You can see an example of the junction trigger in action at 12:35 in the video at the top of the thread.
    All triggers are easy to use and extend. So yes, you can build a fully working train network with this system.

    Hope that answers both your questions, if not, or if you have any follow up questions, let us know.

    Thanks,
    PJ Team


  22. #22
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    Luminary
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    Hey got two more questions -

    1. How much do you anticipate this system to cost?
    2. Does this support trains that raise and lower on a rail? Example

  23. #23
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    Quote Originally Posted by HeadClot View Post
    Hey got two more questions -

    1. How much do you anticipate this system to cost?
    2. Does this support trains that raise and lower on a rail? Example
    1. $30 - It's a big system and took a lot of work to get to this stage, but we wanted to price to be accessible to everyone.

    2. 100% You can move / delete / spawn / rotate / scale or anything else you can think of.
    All you need to do is call the function via Blueprint to make / update the connection points when it's done moving / spawned and everything will work as normal.

    Shout if you've got any more, we're more than happy to answer any questions, it's really great to see this kind of interest in the system.

    Thanks,
    PJ Team


  24. #24
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    Many features, good work. We will certainly see it in Marketplace very soon. Good Look!

    What about a 360 degree loop, like a roller coaster?
    I would like to see trains and characters running upside-down.

    I had seen something similar in 2015 when 2sneaky posted a thread about his Procedural Motion Toolkit or Spline Driven World Actors, another very good work using splines tracks with several other different features.
    Last edited by lunyBunny; 03-24-2017 at 11:35 AM.

  25. #25
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    Is it possible to set up or change roads in the game?

    Like Minecraft

  26. #26
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    Quote Originally Posted by lunyBunny View Post
    Many features, good work. We will certainly see it in Marketplace very soon. Good Look!

    What about a 360 degree loop, like a roller coaster?
    I would like to see trains and characters running upside-down.

    I had seen something similar in 2015 when 2sneaky posted a thread about his Procedural Motion Toolkit or Spline Driven World Actors, another very good work using splines tracks with several other different features.
    Yep, that's no problem at all, here are two screens and you can see examples of loops and upside down tracks in the video as well.




    Quote Originally Posted by Emrehan View Post
    Is it possible to set up or change roads in the game?

    Like Minecraft
    We haven't played enough Minecraft to have experienced roads in the game, we checked out some YouTube videos, so please forgive us if this doesn't answer your question.
    You could change the track model to be a road and change the train model to be a car if you want to. Obviously in this setup building roads with a train system would result in a very simple road setup, but it is possible.


    Thanks,
    PJ Team


  27. #27
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    Samaritan
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    hey PJ team
    just to double check, are you saying that it is also possible to modify tracks in realtime

  28. #28
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    Quote Originally Posted by duyth View Post
    hey PJ team
    just to double check, are you saying that it is also possible to modify tracks in realtime
    Yep, 100%

    In the editor you can edit the tracks in real time and the mesh and connections are updated with every change (you can also disable this via the build options section).

    At run time you can spawn the tracks and update the splines as you need to via blueprint.
    Here's a screen shot of us from 5 min ago to prove it, we span the track actor as normal during run time and the with a key press we loop through every track in the world and add 100 on the Z axis to each spline point, call the update track function and boom, real time and run time track modifications.



    Hope that helps, shout if you have any more questions.

    Thanks,
    PJ Team


  29. #29
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    Quote Originally Posted by PolygonJelly View Post
    Yep, that's no problem at all, here are two screens and you can see examples of loops and upside down tracks in the video as well.



    Thanks,
    PJ Team

    Let's say that there are one Player Character or/and AI Character occupying one railroad car and this car stands upside-down. This means that this characters, cars including camera can also stay upside-down as well?

  30. #30
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    Quote Originally Posted by lunyBunny View Post
    Let's say that there are one Player Character or/and AI Character occupying one railroad car and this car stands upside-down. This means that this characters, cars including camera can also stay upside-down as well?
    No, it's not a gravity system nor does it modify physics in any special way.
    Physics are applied as normal, you can stand inside the carriage and move with it. If you go around a loop or over a steep hill then the character will react as your setup dictates. If the tracks change and they suddenly go upside down, then the character will fall out as you'd expect them to.

    Hope that clears things up.


  31. #31
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    This looks awesome! I have no need for this in any of my current game projects, but I want to pick it up just to play with it haha! Nice work.

  32. #32
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    This is exactly what I wanted and it has even more features than just that. Can't wait for it to be available!

  33. #33
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    Does it support magnetic levitation tracks too ? It is current tech that does exist. Is it possible to have your system replicate that and then just add custom tracks and train meshes ? I would need that for sci-fi levels and I would like to be able to have control over levitation parameters like having the train levitate a lot higher on the tracks compared to current tech for example.
    And could it be possible to have "ghost tracks" for the railroad? I mean to design and assemble tracks that then remain hidden so that the train meshes run on a railroad that is just not there but still following it properly? So like having trains floating in air too like there was a track there but only in-editor such track would be viewable/editable.
    Last edited by DarkS474; 03-22-2017 at 04:57 PM.

  34. #34
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    In the Unreal live stream they mentioned you want ideas. After noticing in the marketplace I immediatly thought I need to setup a rail turret system so maybe some thought into a basic projectile example would be interesting. There was a similar type of turret created for one of the Unreal Tournament games.
    Atoms4D - Indie VR Game atoms4d.com *site needs updating(soon)*
    XAXISvr - A Marketplace for VR Dev's: xaxisvr.com
    Owen Prescott - Official Concept Art & Design: owenprescott.com

  35. #35
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    Samaritan
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    my next question is "when is this coming"?

  36. #36
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    Quote Originally Posted by DasMatze View Post
    This is exactly what I wanted and it has even more features than just that. Can't wait for it to be available!
    Thanks DasMatze, when we first wanted to add a train to our prototype, we thought we'd have it in and running in a couple of days... Nope. After some searching and research we came across your topic and a few others of people all looking for the same thing.
    So we decided to build a solution. We did some physics prototypes, which were interesting, but didn't really work out, and there's no way people would use them. We might put together a blog post or postmortem on everything we went through, I'm sure someone will get something out of it.
    But topics like yours were invaluable when starting this project, so we hope you enjoy the end project and that you get what you need from it for your project. When you've had a chance to try it out, please send us your feedback, or if you need something more from it, shout.



    Quote Originally Posted by DarkS474 View Post
    Does it support magnetic levitation tracks too ? It is current tech that does exist.
    Yes, 100%, trains come with a mountain of options to adjust the look and feel (check the doc link for full list), including offsets on the track, so you can have it float above the track to create a mag rail effect.
    You could even take it one step further and change the speed calculation function in blueprint so that as the speed reaches 0 or the power to the track is decreased the offset is decreased and the train lowers down, if you want to create a fancy effect.
    See the screenshot below for a screen of the sample maps showing the offsets in the carriage setup example map that's included.


    Quote Originally Posted by DarkS474 View Post
    Is it possible to have your system replicate that and then just add custom tracks and train meshes ?
    Yes, please see the previous posts for answers on replication.
    Yes, the meshes provided are for example only, you can change the meshes to anything you want, all are exposed via blueprint to make things easy.

    Quote Originally Posted by DarkS474 View Post
    And could it be possible to have "ghost tracks" for the railroad? I mean to design and assemble tracks that then remain hidden so that the train meshes run on a railroad that is just not there but still following it properly? So like having trains floating in air too like there was a track there but only in-editor such track would be viewable/editable.
    Yes, the tracks are built on splines, so you can disable the track mesh and any other visual option you want and the train will still follow the track and work as expected.

    The whole thing has been built so you can change it to anything you want; mag rails, ordinary trains, roller coasters, convener belts, anything that moves along a track, you should be able to build with this.


    Quote Originally Posted by owenprescott View Post
    In the Unreal live stream they mentioned you want ideas. After noticing in the marketplace I immediately thought I need to setup a rail turret system so maybe some thought into a basic projectile example would be interesting. There was a similar type of turret created for one of the Unreal Tournament games.
    Indeed we are, so thanks for taking the time to make a suggestion. Are you suggesting that the turret is mounted on rail so it can move around?


    Quote Originally Posted by duyth View Post
    my next question is "when is this coming"?
    We are just waiting to hear back from Epic about the release date, as soon as we have that, we'll update here and on social media.


    Thanks for all the questions, it really is excellent to see people this engaged, please keep the questions, comments and suggestions coming.

    Thanks,
    PJ Team


  37. #37
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    Something like this could be very interesting.

    To feel a little more inspired
    Painkiller Hell & Damnation Level 11 Loony Park
    Https://youtu.be/3L5BKr9XGJM?t=10m25s

  38. #38
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    Quick update; The system has been approved and we are waiting for a release date. Big thanks to Epic and the marketplace team for helping us get it setup.
    We'll update this thread and the OP once we have a release date.


  39. #39
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    Can the cars simulate roller coaster physics?

  40. #40
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    Quote Originally Posted by BrUnO XaVIeR View Post
    Can the cars simulate roller coaster physics?
    Could you elaborate on your question?


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