Sign in to follow this  

[PhysX] Keep local velocity

Recommended Posts

I'm a PhysX noob, but bear with me. ;> To create a simple airplane simulation, I would like to keep the local velocity of the airplane even when it turns, meaning that if the plane actor accelerates in its forward direction for some time, it should maintain its forward speed when turning. Similarly, if I want to create a car, I don't want to have to calculate ground friction etc. in order to maintain the forward speed when turning. Is there a way to tell PhysX to keep velocity in local space (rather than global)? Also, is there a way to make PhysX use Euler angles when applying torque?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this