verlet physics update

Blitz3D Forums/Blitz3D Programming/verlet physics update

"I don't think that moving the application of force from the car body to the wheels or vice-versa would make much difference"

It's not mainly about changing the driving model. It's about fixing the system and the model so that it works in a logical way. You don't want to have to have a specific function for doing the physics for a car, and a specifc model for a rig, and a specific mdoel for a six wheeled moon rover with really springy shocks.

So that's why I want to seperate the force the tires are exerting from the car.

Personally, I like the driivng model like it is now. Actually, I kinda liked version 3 the best. The version I put up, when you turn sharply the car doesn't lose traction and spin around. I liked that, I just thought it needed a little tweaking so it was a little harder to do. Also in this version you can't turn as sharply when you're moving at a high rate of speed, which may be responsible for the lack of ability to spin the car around.

In fact, I would like a driving model where the car only rolls over so far and then stops. It's no fun if the player flips over onto the roof when going over a jump. Unfortunately, I don't know if it will be possible to do that... Then you couldn't make the car go around loops! :-) But I guess one could forgo the loops since it doesn't seem like the car is going to be able to go around a loop without a lot more physics. :-)