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About Edy

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  1. Today's work: implement, test and configure new devices for VPP #unity3d #madewithunity https://t.co/nrthLNaduB
  2. raycast vehicle physics problem

    That would be the black arrow in your drawings, right?
  3. Car skidding behavior

        Most likely, yes, the car spin will be even worse.    When the wheel is rolling freely (no throttle / brake applied) then it can use all its grip on the lateral force. When throttle is applied causing the wheel to sping faster than the ground then the force direction is deflected forwards, which means that less force is available for compensating the sideways sliding. Thus, the car will likely continue spinning.    I've been doing drifting myself [VIDEO]. The key factor is controlling the throttle carefully. The steering wheel will be mostly rotating itself and all you have to do is apply minor corrections. For example, at around minute 1:20 you can hear how I lift the throttle in order to allow the car to end the spinning. There are many situations in the video where I'm applying throttle gently or no throttle at all while sliding laterally in order to control the car's spin rate.   Later, I applied those lessons to my own simulation model, Vehicle Physics Pro [VIDEO], with great results.
  4. Upgrading your project to Unity 5.5? Ensure to use 5.5.0 patch 3 or newer. Fixes broken RB interpolation. https://t.co/2YvEc9MKSn #unitydev
  5. Hint for Edy's Vehicle Physics: hover the speed labels for showing the unit conversion (km/h, mph) https://t.co/xyvYxIP5d6
  6. I've just added detailed information on tires and tire friction to the VPP documentation: https://t.co/mPJdOxAGJG https://t.co/xAmDgbbzDb
  7. What a fantastic feedback on Edy's Vehicle Physics and other outstanding packages! https://t.co/3ExuiO5nkI #unity3dhttps://t.co/LVr6qsdcnj
  8. Edy's Reality Vehicle Physics :D Learning vehicle dynamics the hard way https://t.co/WEL0dHjWgm
  9. Systems of gears (Car simulation)

    Can you share your conclusions with the rest of the class? :)
  10.     No, it's not guaranteed. Frames can be skipped in a variety of situations. For example, the CPU of the device might not be able to keep the requested frame rate.   Video game engines typically have two different loops running at the same time: Fixed timestep loop. This runs at fixed timestep (i.e. 0.02 sec, which is 50 Hz). No frames are ever skipped in this loop, even under high CPU loads. In that case the game might slow down. The logic of the game should run here (physics, movements, decisions, etc), so the result will always be the same no matter the cpu load, vsync or refresh rate. Visual loop. This runs once per visual frame. Time step is variable here depending on the refesh rate. Frames might be skipped under heavy CPU load. All visual stuff, art stuff, and any "expendable" stuff should run here. The code here would take the current state (which is calculated in the fixed timestep loop) and update the visual entities accordingly. The point is that even if this loop is not running, the game would still run properly but without visual output (as the logic is executed in the fixed timestep loop). As example, you can take a look at the execution flow of the Unity 3D engine here:   https://docs.unity3d.com/Manual/ExecutionOrder.html (scroll down for the flow chart picture)   The fixed timestep loop is named "Physics" in the chart. The Visual loop is the rest of the loop below Physics. Note that the "Game Logic" label is not correct in that chart. I think this is a "legacy" definition, as in the beginning of Unity the game logic was typically developed in the visual loop.
  11. New milestone completed (Driving Aids). Let's go for the final stint! #indiedev #unity3d https://t.co/eyvzfDO0X1
  12. VPP Driving Aids explained: how to get perfect drifting with keyb / touch control https://t.co/XMuvDWUOEJ #unity3d https://t.co/0cwAZ2FjSM
  13. RT @AnthonyYakovlev: Feels so good to close cases where inaccuracy of the physics queries were the problem. Upgrade to PhysX 3.3.3 resolved…
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