On Tuesday 21 August 2007, Sami Näätänen wrote: > On Tuesday 21 August 2007, Edilson Vasconcelos de Melo Junior wrote: > > Hi, > > > > > > > > I'm making a raycast car for my racing game. Well I didn't thought > > it would be so much work, but it worth, because I want 20 cars > > racing at the same time. > > > > For the racing car, I'm using only one rigid body (for the chassis) > > and the wheels are just meshes (so they don't collide with the > > ground, I need to calculate everything). > > > > The suspension system keeps the car floating and based on the > > position of the chassis, I draw the wheels. > > > > My problem is, so far, is the steering behavior: How do I calculate > > the forces to make the car turns? I use Newton as my physics lib. > > > > > > > > Thanks, > > > > Dirso. > > Why don't you let newton do that for you? > Just build all the needed joints and it will work. > > If you really want to reinvent the wheel here is the best place for > vehicle physics that I know of. > > http://www.miata.net/sport/Physics/ Sorry it was an old link, which don't have all articles of the series. http://phors.locost7.info/contents.htm This has the articles both in PDF and HTML. --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html