newton 1.53 vehicle joint (default)

A place to discuss everything related to Newton Dynamics.

Moderators: Sascha Willems, walaber

newton 1.53 vehicle joint (default)

Postby marco565 » Thu Dec 11, 2008 5:34 pm

hello eavry body,

i'm making a car with the vehicle joint in newton 1.53, Im working on OgreNewt or irrlicht and newton.
I have one problem with the tires of joint, the tires not stay at their position when the vehicle are stoped it's good. you can look this video : http://www.dailymotion.com/Marco565/vid ... videogames

Ive seen the raycast vehicle what is this ?

sorry for my bad english and thanks at eavry body.
marco565
 
Posts: 10
Joined: Wed Dec 05, 2007 3:11 pm

Re: newton 1.53 vehicle joint (default)

Postby Dave Gravel » Thu Dec 11, 2008 7:23 pm

If i'm right something is wrong about your matrix body transformation.
Maybe you use a so complicated method to reconstruct your matrix from newton to your 3d engine and it causing a lag.
Or maybe your 3d is not updated at good time after the newton update.
I think it is more in relation with your matrix transformation.
Maybe a bad value in the matrix or about the scale, or a position vector is not in point format.
Exemple pos (0,0,0,0) = wrong and pos (0,0,0,1) = good.
I suggest to you to take a look where you update the tire matrix and the vehicle body matrix.

raycast vehicle, is a aerodynamic method to reproduce a vehicle.
Normally it is use to save more ressource and more calcul processing,
On this way you can create many more vehicle in a scene.
The most simple math calcul that you have equal more vehicle that you can create in a scene.
A basic raycast vehicle is a body with 4 raycast push under the vehicle in replacement of the tire body.
On this way the vehicle have only one body at all, and the tire = 4 points force under the vehicle.
Normally all is done without joint, only with force and torque and omega and velocity.
Normally people use the raycast when they have many AI or many multiplayer vehicle to reproduce,
and it is more simple to control the AI with force because you can all times do some little correction on how it behaving...
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
https://orionx3d.sytes.net
https://www.facebook.com/dave.gravel1
https://www.youtube.com/user/EvadLevarg/videos
User avatar
Dave Gravel
 
Posts: 800
Joined: Sat Apr 01, 2006 9:31 pm
Location: Quebec in Canada.

Re: newton 1.53 vehicle joint (default)

Postby marco565 » Fri Dec 12, 2008 3:50 pm

ok thanks for your reply I go to look other method to update tires position.

if eavry one have an idea to correct this or have make car with ogrenewt that can help me, thanks at him.




[edit]
I have solved the problem. (I calculate the node position in the torquecallback)
marco565
 
Posts: 10
Joined: Wed Dec 05, 2007 3:11 pm


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 11 guests

cron