verlet physics update

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"You cant really do rolling motion using particle phased method (unless you use huge amount of particles as a circle)... so that's (allmost) impossible to make the wheels to provide the thrust..."


The way he does things now I think, the tires have a collision sphere, and if that collision sphere is colliding with the ground, the car can move forward. But all thrust is applied to the car.

I'm not really advocating making the itres themselves roll, and having that rolling motion provide the actual thrust. Instead what I am suggesting is a method like the above, but where the TIRES themselves are allowed to provide thrust to themselves when they touch the ground individually, and in turn their contrained connection to the car, via springs, is what actually pulls the car's body forward.

This would allow each tire to slip and grip individually which is needed when you whip the back end around cause the front tires aren't moving much when that happens and they should still be in stick mode. Also, in the current system you get just as much thrust if one tire is touching the ground as you do if four are. The result seems to be that the car jumps if a tire touches the ground by itself, and flips around uncontrollably.

Hm... There is one thing that confuses me though. When I dump the car over on it's side, I can make it spin around in a circle. Is that possible if the thrust isn't being applied to the tires themselves rather than to the car body? Hm...


"(both things you might want to add to your cleaned up code.)"

I would prefer that people just add stuff to the cleaned up code themselves and work off that. I don't have the time to add lots of stuff to this engine, I just thought I'd help out a bit since I wanted a cleaner version of the code to look at myself so I could better understand what was going on.