Jump to content
  • Advertisement
Sign in to follow this  

High velocity turning and vehicle physics

This topic is 4838 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello all- this is a subject that is revisited what seems like once every month and I would just like to share this document that I have found enormously helpful with the lot of you. my main problem, and i believe the main problem of many indie's trying to implement realistic vehicle behavior w/o killing themselfs, is how to get the car to react properly to high-vel turning. not only that, but the transition frol low-vel to high-vel. everyone already knows how to get their gears working and how to proprly implement the car acceleration and motion and whatever, but the problem lies in how the car turns. realistically, the only elements that should effect the angular acceleration are the torques provided by the various forces (lateral, longitudial, external (impact, winds, etc) -- so the calculation of these forces have been of extreme interest to me this past year. Long and Lat forces on a car are calculated by summing the long and lat forces provided by the wheels, so it is only natural for people to focus on tire physics in order to make cars behave properly. that said, without further adue: clicky. I hope other's find that document as useful as I have.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!