Search found 7 matches

by DanStory
Fri Sep 07, 2012 5:17 am
Forum: Questions and Help
Topic: Center Of Mass
Replies: 6
Views: 7368

Re: Center Of Mass

Thanks, after leaving it for the day and coming back to it. It all started to make sense and was able to get everything working.
by DanStory
Thu Sep 06, 2012 2:24 am
Forum: Questions and Help
Topic: Center Of Mass
Replies: 6
Views: 7368

Re: Center Of Mass

I got must everything working, but for the life of me can't think how to get the wheels in place. At first I had it correct but once I set the center of mass at an extreme value it should I was completely wrong. This is when my center of mass is y=-1: http://s11.postimage.org/fxuafextv/Center_Mass_O...
by DanStory
Tue Sep 04, 2012 5:02 pm
Forum: Questions and Help
Topic: Center Of Mass
Replies: 6
Views: 7368

Re: Center Of Mass

Think I need to reread the Shape recentering doc on codeplex and look over the demo for it, then get a better understanding of IGF's bepu integration with the SunBurn engine

rather new at this
by DanStory
Tue Sep 04, 2012 4:59 pm
Forum: Questions and Help
Topic: Cylinder
Replies: 1
Views: 2316

Cylinder

I'm probably doing this all wrong :P So I created a model, with mesh groups (body, bodycollision, wheel_frontdriver, etc) When creating the physics entity for the wheel(s) I use the Cylinder shape (just like in the car demo) with a calculated height and radius from the wheel mesh's bounding box. Th...
by DanStory
Tue Sep 04, 2012 3:17 pm
Forum: Questions and Help
Topic: Center Of Mass
Replies: 6
Views: 7368

Center Of Mass

I found an answer (http://www.bepu-games.com/forum/viewtopic.php?f=4&t=1795&p=10530) to set the center of mass but doing so moves the collision shape which then causes it to misalign from the render shape/model. And also the suspension/wheels. this.Entity.CollisionInformation.LocalPosition +...
by DanStory
Wed Aug 08, 2012 1:27 am
Forum: Questions and Help
Topic: Vehicle Simulation - Clutch, Axle Diff
Replies: 2
Views: 3888

Re: Vehicle Simulation - Clutch, Axle Diff

I appreciation your time in replying to my question. Your suggestion to "build" the vehicle using joints, constraints, etc does sound like more of the results I'd like, even though it will create more complexity of things to go wrong and/or become more expensive to compute. For now there w...
by DanStory
Tue Aug 07, 2012 8:57 pm
Forum: Questions and Help
Topic: Vehicle Simulation - Clutch, Axle Diff
Replies: 2
Views: 3888

Vehicle Simulation - Clutch, Axle Diff

Hi, I'm currently just researching, physics/game engines that will best suit my idea, and what would be required to simulate the powertrain of a vehicle. Or at least the "slip-ish" of the clutch and say a limited-slip differential as well as non-slip on a locked differential. I'm not focus...