[ODE] Car Physics

Tom Spilman tom at sickheadgames.com
Fri Apr 16 14:21:49 MST 2004


  What I learned working on racing sims (I didn't do the physics) is
that what really makes or breaks the feel of the car is the tire patch
and weight transfer during braking and turning. There is a little bit
about this in Physics for Game Programmers. Anyone have any good links
on these subjects?

  Tokamak ( google it ) has a car demo in their SDK which uses rays for
wheels.

    Tom

> -----Original Message-----
> From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On 
> Behalf Of Steve Eckles
> Sent: Friday, April 16, 2004 10:18 AM
> To: ODE at q12.org
> Subject: RE: [ODE] Car Physics
> 
> 
> I originally (ie before I started with ODE) tried it with a 
> box & 4 rays, which worked but the car was basically on rails 
> & stuck to the terrain. I want the car to skid about, jump, 
> have springs, under/oversteer etc
> 
> I too would like to see a simple open source demo of this - 
> ode or otherwise!
> 
> Steve.
> 
> > -----Original Message-----
> > From: ode-bounces at q12.org [mailto:ode-bounces at q12.org] On Behalf Of 
> > Mattias Fagerlund
> > Sent: 16 April 2004 14:05
> > To: ode at q12.org
> > Subject: Re: [ODE] Car 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.
> >
> > I've seen this recommended before with the suggestion of using rays 
> > instead of wheels. Is there an implementation of a car like this 
> > that's open source? I'd for one would love to see a simple drivable 
> > car like this!
> >
> > with regards,
> > mattias
> >
> >
> > _______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
> 
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