[ODE] Tank Tracks
John D. Gwinner
jgwinner at dazsi.com
Fri Jan 4 13:04:01 2002
In working on this a bit more, I think I can do the track as ODE
objects, basically flat highed blocks, with the sprocket being a wheel
with 'very' high friction. However, I'm not sure about starting
parameters .. Maybe if I put the track a little bit 'outside' the idler
wheel, and let a piston joint (1D joint) push the idler out to maintain
tension ...
I'm worried about the track jumping off, but I could put some low
friction invisible 'blocks' on the top of the outside of the track to
keep it from going side to side.
Thoughts?
== John ==
> -----Original Message-----
> From: John D. Gwinner
> Sent: Thursday, January 03, 2002 1:54 PM
> To: ode@q12.org
> Subject: [ODE] Tank Tracks
>
>
> Folks:
>
> What would be the best way to simulate tank tracks?
>
> I could do the bogey's as a series of wheels on simple
> hinge joints (could even be non-rotating, and do the
> rotations programmatically), but there would be a constraint
> on the overall 'shape' of all the torsion bars to be no
> greater than the track circumference. I'm not sure how to
> set this up.
>
> Or - I could model the entire track as a series of hinge
> joints, and model all the collisions / friction, etc. This
> could make for a really impressive video of a link breaking,
> but it would be a large number of collisions.
>
> Would ODE be capable of handing this many objects, say 140
> separate track links (at least), 10-20 wheels, and a ground
> (height field)?
>
> Before I start the programming I thought I'd check to see
> what was practical.
>
> == John ==
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