Vehicle wheel friction
Posted: Sat Sep 09, 2017 11:59 pm
Hi all!
I'm working on integrating BEPU in my game engine. It's works great. Also I have a vehicle driving around, which also works great so far but now I'm a bit puzzled and require some pointers.
I have a vehicle set up that drives pretty well. Now for visual appeal I want to fake wheel spin, like doing a burnout, and add tire smoke when the wheels lose grip. Now I know I need to adapt BEPU code for this, probably in WheelDrivingMotor and WheelSpape classes.
So my question: So BEPU calculates the power from the floor to the wheel to the car, but how do I get the remainder, e.g. the power left that was not transferred to the car?? My reasoning behind this is, that when I get this value, I can calculate (or determine) that the wheel is spinning faster than the car is moving, thus generating 'smoke'. Same goes for sliding.
Can you give me some pointers on where to look, and which variables are important?
Thanks in advance,
Michiel
I'm working on integrating BEPU in my game engine. It's works great. Also I have a vehicle driving around, which also works great so far but now I'm a bit puzzled and require some pointers.
I have a vehicle set up that drives pretty well. Now for visual appeal I want to fake wheel spin, like doing a burnout, and add tire smoke when the wheels lose grip. Now I know I need to adapt BEPU code for this, probably in WheelDrivingMotor and WheelSpape classes.
So my question: So BEPU calculates the power from the floor to the wheel to the car, but how do I get the remainder, e.g. the power left that was not transferred to the car?? My reasoning behind this is, that when I get this value, I can calculate (or determine) that the wheel is spinning faster than the car is moving, thus generating 'smoke'. Same goes for sliding.
Can you give me some pointers on where to look, and which variables are important?
Thanks in advance,
Michiel