@Funky Frank:
With the current frictionsettings I used in the demo it makes it a bit hard to roll.
But with some adjustments I could make it roll much easier.
Higher velocities will make it easier to roll as well.
@CopperCircle:
Sure thing. But I will need to cleanup the code a bit first.
I tend to write messy spaghetticode and then clean it up afterwards.
The method is pretty simple though.
One Rigidbodybox for the chassi and four rigidbodyspheres as wheels.
Then I attach the spheres to the body using the slider joint.
To get the suspension I simply use a basic springforce formula to apply forces to the spheres and the body.
The driving forces(longitudal force) is applied to the rear wheels and the sideways friction of the wheels is done by multiplying the wheels X-velocity by a certain gripfactor.
The lower the gripfactor the easier for the wheels to slip.
The steering comes automatically as the x-velocity removal is based on the wheels orientation.
But I realized that the key to a good simulation is lots of tweaking.
With the current frictionsettings I used in the demo it makes it a bit hard to roll.
But with some adjustments I could make it roll much easier.
Higher velocities will make it easier to roll as well.
@CopperCircle:
Sure thing. But I will need to cleanup the code a bit first.
I tend to write messy spaghetticode and then clean it up afterwards.
The method is pretty simple though.
One Rigidbodybox for the chassi and four rigidbodyspheres as wheels.
Then I attach the spheres to the body using the slider joint.
To get the suspension I simply use a basic springforce formula to apply forces to the spheres and the body.
The driving forces(longitudal force) is applied to the rear wheels and the sideways friction of the wheels is done by multiplying the wheels X-velocity by a certain gripfactor.
The lower the gripfactor the easier for the wheels to slip.
The steering comes automatically as the x-velocity removal is based on the wheels orientation.
But I realized that the key to a good simulation is lots of tweaking.