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### #Actualkunos

Posted 27 September 2012 - 04:59 AM

wow.. huge post.. it'll take me ages to go through it all.
All I can say straight away is that 1ms deltaT is waaaaaaay more than what you would need for a simple racing game, >=1000Hz and you are in the realm of professional simulators and, starting to get in trouble with 32 bit floating point accuracy.

Probably a 100Hz or 200Hz physics rate should be enough if the car isn't too stiff.

EDIT: More notes..

Use wheel distance to CG to calculate weight transfer lateraly and longitudinal. Combine those two.

This is most probably wrong... you don't calculate weight transfer, it should be automatically happening in your rigid body physics

Subsidiary question : is it vital to have proper car suspensions ?

For a simple racing game you can get away with a simple "slider" suspension only going up and down. For a proper sim, you'll need a much more complex and realistic movements but that will also require engineering skills to set it up in the sim and lots of tools to understand where it goes wrong.

Use the powered wheels velocity to determine motor RPMs. Based on player throttle input, and engine torque curve, generate a torque force for powered wheel

You can get away with it, but again, this is backwards thinking, torque goes from engine to wheels, wheel speed is a result, not an input. Once you stick a differential in the mix things get really complicated, proper differential modeling is tricky... but essential for "on the limit and over" driving styles.

### #1kunos

Posted 27 September 2012 - 04:51 AM

wow.. huge post.. it'll take me ages to go through it all.
All I can say straight away is that 1ms deltaT is waaaaaaay more than what you would need for a simple racing game, >=1000Hz and you are in the realm of professional simulators and, starting to get in trouble with 32 bit floating point accuracy.

Probably a 100Hz or 200Hz physics rate should be enough if the car isn't too stiff.

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