[ODE] Car Physics
Steve Eckles
steve.eckles at team17.com
Fri Apr 16 16:53:09 MST 2004
I'll give it a try...
Steve
> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of Alen
> Ladavac
> Sent: 16 April 2004 17:58
> To: ode at q12.org
> Subject: Re: [ODE] Car Physics
>
> I was always under impression that the fake wheel-less cars in racing
> games
> were for performance, not for features. But hey - you live to learn. :)
>
> Couldn't you also get better drifts if you put in a better friction
> approximation for the tires? And also add a stabilizer joint on the car
> and/or pull-down force, so it can have unrealistic drive forces without
> tipping over and without too much mass. Moving the center of mass down can
> be a good idea too. (Hey - real car designs include those kinds of "fakes"
> as well ;) ).
>
> Just my 4 bits (one for each wheel),
> Alen
>
> ----- Original Message -----
> From: "DjArcas" <djarcas at hotmail.com>
> To: "Steve Eckles" <steve.eckles at team17.com>; <ode at q12.org>
> Sent: Friday, April 16, 2004 12:38
> Subject: Re: [ODE] Car Physics
>
>
> > > - It is 4WD. I would like (say) just RWD but makes the car move very
> > slowly
> > > and the front wheels just get pushed along, rather than rotate. I
> would
> > > ideally like to do arcade style rear-end power drifts!
> >
> > Doing 'real' powerdrifts is extremely difficult. In MotoGP, Burnout and
> > Rally Fusion, FI, we just 'cheated' at that point. You've run into the
> > problem of 'I want cool, realistic, but not realistic physics'
> >
> > If you're after arcadey handling, I would very much recommend NOT using
> 4
> > wheels and a box to attach them to - it's too realistic, but instead
> having
> > a box to handle collisions, and hang 4 graphical wheels from it.
> >
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