3 ms·
That's a very good answer. Torcs is good but somehow the code is not 100% clear to me (I didn't catch the independent wheels simulation for example). Flexing f
by wiz21c 7y ago
That's a very good answer. Torcs is good but somehow the code is not 100% clear to me (I didn't catch the independent wheels simulation for example).
Flexing frames maybe overkill, you seem better placed than me to estimate that.
The FAQ answer address the difficulty of running an OSS project. It doesn't address the difficulty regarding the physics (which, I understand, maybe even more mindbending).
This is a hobby-level project. Nothing serious. I'm more interested in understanding the maths and physics. Having watched hundreds of races (my kid drives), I've seen behaviors which are pretty specific to karts (I guess). For example :
- driver mass shifts do matter (pilots constantly use them)
- karts jump when taking corners too fast and too tight (they usually slide, but when it's too much, they do jump, and decelerate...)
- turning wheels left/right very fast is used to brake during pit stops.
but you're right, I may be out of my league here :-)
- dahart 7y agoBy all means, go for it, just do it with eyes open, it’s a lot of work. The other thing I’d add is that the physics models is only half the battle. The car and track geometry is critical to making an accurate simulation. It’s easy to get wrapped up in the car physics and forget to deal with the angles and bumps and materials and temperature of the road surface. Cameras are huge too, if you do anything other than a fixed interior cam. A naive follow can behind a car can totally undo all the physics. Good luck!!