[gameprogrammer] Re: Vehicles parameters

I'd start here:
http://www.bulletphysics.com/Bullet/wordpress/

Once you've made a rigid body for the car you might attach cylinders for wheels 
and then you would set the mass of your bodies.  Finding out what that mass 
should be would probably require some playtesting.
I'm not certain what the best way to handle acceleration would be, but you 
could either apply a force to the wheels to rotate and rely on the friction 
between them and the ground to move the car, or you could apply a forward force 
to the car body.
Either way you would probably need to add force incrementally for a proper feel.
You would be relying on bullet for your actual simulation, but based on the 
work I've done with it, it's a great physics library.

Vince~

--- On Wed, 10/29/08, Husam Zakaria <hzcppff@xxxxxxxxx> wrote:
From: Husam Zakaria <hzcppff@xxxxxxxxx>
Subject: [gameprogrammer] Vehicles parameters
To: gameprogrammer@xxxxxxxxxxxxx
Date: Wednesday, October 29, 2008, 12:00 PM

Hi every one.
 
I am working on a driving game simulation, and I want it to be a realistic 
simulation for cars, so the user will feel the different between all different 
kind of cars, any one can tell me if I can get all the needed parameters for 
every kind of car like "RPM, MAX RPM, MAX speed, wheels dimensions, car 
dimensions and mass, wheel mass, wheel friction ... etc" ?

 
if not, how can I get such a realistic simulation without getting all those 
parameters ? what should I do then ? I like to hear all your opinions for this 
subject.
 
 



      

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