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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineCar Physics IssueCar Physics Issue
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1/19/2012 3:27 PM
 
Magic73
No Ranking

Joined: 1/19/2012
Posts: 10
Car Physics Issue 

I was playing with the vehicle sample, and I notice one strange behaviour of the wheel object.

I usd the vehicle sample as is, just changed the UpdateAcceleration so that only the front-wheel give the traction.

I found two issue:

 

If the wheel doesn't touch any other object (example: the car is flip-over) or if I set Friction = 0... the wheel doesn't rotate.

this is a problem, if I would like to simulate an icy surface, where the friction is low, and the wheel should spin.

 

the other issue, is with the BrakeForce. Under the Update() function of the wheel I set the brakeFroce = 6000000. this is applyed to the rear wheels when I press the handbrake button. If I press the handbrake button, and then I accelerate.. the car starts to move, instead of stay where it is, and spin the front wheel.

 

any solution, or workaround for these issue?

How could I simulate the

 
New Post
1/19/2012 7:33 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 567
Re: Car Physics Issue 

Issue 1: Wheel rotation

The vehicle does not compute correct wheel rotations. The wheel angular velocity is simply set to a value so that the wheel rotation matches the moving underground. If the wheel is in the air it does not spin correctly.

For a better visual effect you can extend the current code. (Btw, if you have an engine license (indie or pro) you get the vehicle source code for free, so you can easily extend it.) Idea: If the wheel touches the ground without skidding, the current spin is ok. If the wheel is on the ground and skidding (wheel.SkidEnergy > 0) or if it is in the air you could use a higher angular velocity. If the player hits the brakes, you can set the angular velocity to 0 for maximum visual effect.

Issue 2: Braking car moves

The car simulation is only an approximation with some errors and it will sometimes not do what you would expect. Ideas for workarounds:

You might want to remember the vehicle.Chassis.Pose in each frame. And in each frame, if the car was braking and the current vehicle.Chassis.LinearVelocity and AngularVelocity are very low, then simply set the current vehicle.Chassis.Pose to the pose of the old frame.

Or set the friction of the front wheels to zero when you want the car to stop and the front wheels to spin in place.

 
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1/20/2012 10:13 AM
 
Magic73
No Ranking

Joined: 1/19/2012
Posts: 10
Re: Car Physics Issue 
HelmutG wrote:

(Btw, if you have an engine license (indie or pro) you get the vehicle source code for free, so you can easily extend it.)

 If I buy a licence, do you give for free the code of the Physics.Specialized library??

 
New Post
1/20/2012 12:48 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 567
Re: Car Physics Issue 
Magic73 wrote:

 If I buy a licence, do you give for free the code of the Physics.Specialized library??

Yes. See also "Additional Downloads" section at the bottom of the Downloads page.

Since character controllers and vehicles usually need a lot of game-specific tuning and modifications, we give customers the source.

 
New Post
1/20/2012 3:01 PM
 
Magic73
No Ranking

Joined: 1/19/2012
Posts: 10
Re: Car Physics Issue  Modified By Magic73  on 1/20/2012 4:02:15 PM
the whole class? even with the avatar ragoll? good.
 
New Post
1/20/2012 3:40 PM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 567
Re: Car Physics Issue 
Yes, the whole DigitalRune.Physics.Specialized.dll
 
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