Suggestions On Wheel Steering Implementation
Posted: Mon Oct 17, 2011 5:58 am
So I've hit a brick wall in my game that I can't seem to get past. The wheel "component" for my block based vehicle consists of a caster type wheel, made up of two RevoluteJoint constraints, as depicted below.

I was able to get this working just fine, however my issue now is when I tried to implement steering controls. *Technically* I need two separate types of wheels, rear non-steering wheels (which I currently have implemented by replacing the purple axis RevoluteJoint with a Weld), and steering wheels which I want to work similarly to the vehicle wheels on the demo vehicle. When the player steers left the wheel should gradually rotate over to a maximum angle, and on removal of input it should gradually rotate back to center. And of course the opposite direction for turning right.
I've tried different implementations, based of the code in the demo, based off what I can come up with, and can't seem to find a solution that is stable, let alone works. Any ideas?

I was able to get this working just fine, however my issue now is when I tried to implement steering controls. *Technically* I need two separate types of wheels, rear non-steering wheels (which I currently have implemented by replacing the purple axis RevoluteJoint with a Weld), and steering wheels which I want to work similarly to the vehicle wheels on the demo vehicle. When the player steers left the wheel should gradually rotate over to a maximum angle, and on removal of input it should gradually rotate back to center. And of course the opposite direction for turning right.
I've tried different implementations, based of the code in the demo, based off what I can come up with, and can't seem to find a solution that is stable, let alone works. Any ideas?