2D Race Vector physics (+basics)...
After having ditched my first attempt to do my racing game with radial and angular equations (See previous Thread if you are interested). I have a new Idea - doing it with vector-forces that pull at the car and allow me to rotate and otherwise alter the car's path.... (The car's acceleration is constant it has no other means of steering so it should be not too hard.)
Now I have tried some methods but since I don't remember that much of my maths and or physics class I tought I might ask the cracks here. :)
Here is a pic I quickly threw together :
http://img201.imageshack.us/img201/8131/ropecar9fn.png
I'm interested in doing this because I think its the only way to make the movement smooth and believable, plus it would be really easy to add - e.g. - directional speed pads (As seen in trackmania for example...) the rope motion (see picture) and other stuff, which is essential to my game.
Thank you very much for your time and input! :)
Edit : Fixed typos.
I like your graphics =)
One suggestion I have, however, is that you go ahead and create your forward/traction vector as you are planning on doing... but instead of using the rope/rock vector to rotate your car, build up torques inside of the car itself and use those to alter the yaw. this torque will just be the sum of the forces (from the wheels) acting on the different parts of the car multiplied by their distance from the COM using the RHR. If you used the rope/rock method, you would have to decide on how long to make that rope -- which I am guessing would be a function of the car's velocity. I've tried this method and it didn't work well to say the least =X
One suggestion I have, however, is that you go ahead and create your forward/traction vector as you are planning on doing... but instead of using the rope/rock vector to rotate your car, build up torques inside of the car itself and use those to alter the yaw. this torque will just be the sum of the forces (from the wheels) acting on the different parts of the car multiplied by their distance from the COM using the RHR. If you used the rope/rock method, you would have to decide on how long to make that rope -- which I am guessing would be a function of the car's velocity. I've tried this method and it didn't work well to say the least =X
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