Moderators: Sascha Willems, walaber
collerblade wrote:Any progress on this?
I tries engineControl->SetIgnition(true) , but didnt works.
(my vehicle worked a month ago)
JoeJ wrote:In other demos if i pick a body and drag it into floor it might jitter, or go through the floor.
But the big 'debris balls' in Compound collision shape demo behave really wired.
Lets say those balls have a diameter of 4 m.
I lift one up 2m.
JoeJ wrote:It is about: If a single contact between any pair of bodies results in the same (or better) simulation,
Julio Jerez wrote:This is why you a sufficient number of contacts to make thee system stable.
JoeJ wrote:No matter how many contact points you use - it's always possible to calculate a single force and a single point of application that has the same affect, right?
So the question is: Is it possible to calculate this fast and accurate enough to be a win?
When i hacked Newton to generate my own contact, again i was surprised this worked much better than trying to calculate ankle torque for the same result.
// create a tire material and associate with the material the vehicle new to collide
for (int i = 0; i < materialCount; i ++) {
NewtonMaterialSetCallbackUserData (world, m_tireMaterial, materialsList[i], this);
if (m_tireMaterial != materialsList[i]) {
NewtonMaterialSetContactGenerationCallback (world, m_tireMaterial, materialsList[i], OnContactGeneration);
}
NewtonMaterialSetCollisionCallback(world, m_tireMaterial, materialsList[i], OnTireAABBOverlap, OnTireContactsProcess);
}
The problem with the single contact is: There is no friction preventing rotation around the contact normal. This would require special care - i will try this again for the ragdoll some when (awaiting the usere contacts you plan to add).
Users browsing this forum: No registered users and 14 guests