[ODE] Simpler Suspension Geometries
Erwin Coumans
erwin.coumans at havok.com
Tue Dec 11 10:22:01 2001
Havok (and Ipion which have merged) do have two optimized solutions for
simulating vehicles and these are built on top of the physics engine,
and indeed as Russell already states:
0) a special wheel constraint and 1) a raycast solution (one rigidbody with
tweaking
parameters).
The tricky part is the Coulomb friction (approximation) calculations.
For 'fast' racing games the raycast solution is recommended, and in this
case the inaccurate collision response is not really an issue.
How does ODE handle 'fast' rotating wheels with more then 360 degrees rot.
per simulation
step ?
Erwin Coumans