Search found 7 matches
- 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.
- 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...
- 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
rather new at this
- 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...
- 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 +...
- 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...
- 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...