verlet physics update

Blitz3D Forums/Blitz3D Programming/verlet physics update

swift you wrote:
"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."
your partially correct. the part that is true is thrust is only applied when the wheels are in contact with the ground. but if you look closely you will see that there is an if statement that checks if its a front wheel or rear wheel. i only apply thrust to the wheels not the entire body. this is for the z axis. so its basically a 4 wheel drive car.


"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."
that is how it is working now.

"Also, in the current system you get just as much thrust if one tire is touching the ground as you do if four are."
in the original code it did exactly what you describe, but i turned it off because the wheel bounces so much that car did not maintain its speed very well. so this is very much on purpose for playability reasons.