[ODE] Racing game settings (update)
Jon Watte
hplus-ode at mindcontrol.org
Fri Jul 30 00:42:28 MST 2004
> When setting slip2 I have the option of using the angular vel of the
> wheel or the vel of the chassis in the forward direction or the
> overall vel of the chassis. I was guessing that (even allowing for
> wheel slip) that I should use the angular vel of the wheel in the
> axis2 direction, except I'm not sure how to calc linear or angular
> vel in a particular axis (I mul'ed the vel and normalised axis2 axis
> but that ain't right).
I already suggested the following, but it bears repeating:
Calculate a front vector for the wheel as:
fDir1 = normalize( cross( wheelAxis, groundNormal ) )
If your car is rotated 90 degrees, you'll have to come up
with something else, but at that point, you're "rolling" the
entire car rather than the wheel :-)
> The only other real issue I had, and still have, is slight variations
> in the front wheel direction cause slight steering issues when the
> wheels should be straight. I did a lot of testing and tried a lot of
Real cars don't drive straight. Especially not at the forces
and speeds that you'll cram into a typical arcade game. If you
want smoother, more game-like physics, I recommend the box
with four ray casts.
> a preset target vel and throttle-linked torque) is the problem. It is
> less apparent with foot off the gas. Ideas?
Smaller CFM, higher ERP. Try 1e-5 and 1-1e-4 respectively
if you're using floats. Or switch to doubles, and use something
like 1e-8 and 1-1e-8.
You can set the SoftCFM and SoftERP flags and specify the
CFM/ERP only for these joints, if you don't want to make
your entire system ultra-stiff.
Cheers,
/ h+
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