Another verlet question - suspension.

Blitz3D Forums/Blitz3D Programming/Another verlet question - suspension.

Well a real car suspension works something like this

the wheel is supported on a swingarm and a spring/damper limits the up/down movement think of the triangular shape of a formula 1 car (Indy500 car for you people in the US ;) )
you could use this regardles of the actual shape of your car because the verlets and constraints are not visible right? only the meshes attached to them

now the spring (having looked up on the net) a constraint is like an infinately stiff spring. soooooo what I would do is add a default parameter to all constraints saying that they are of stiffness 1 and then setting that to <1 would allow "error" in their lenght over a period of time but the relaxation function will still bring them back to their natural length over a period of frames.

just an idea I may be reading wrong.

so one side of your car would look like (from the back)



   shared verlet by car body And "spring"
   |
o--o\
|\/| \<-----this Constraint has "relaxed" stiffness And can vary in Lenght
|/\|  \
o--o---o<---wheel here on this verlet
   ^
   |
   |
   Shared verlet by car body And swingarm (2 of To make the arm And make a hinge)


this might have been what you had in mind anyway