Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (OptimusPrime, AndrewAMD), 14,580 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Motorcycle physics. #44559
04/17/05 15:12
04/17/05 15:12
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
Expert
FoxHound  Offline OP
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
So far I've got a motorcycle attached and acting like a real motorcycle. Which means it tips over.

How can I prevent this? I've uppsed the mass of both wheels to 1000 and given the bike a mass of 1, and this helps some, but tips slower, and not much slower.

I've considered the idea of an invisble entity that would only allow the bike to tip so far, but I want to leave this as a last resort.

Any help is appericated.

Re: Motorcycle physics. [Re: FoxHound] #44560
04/17/05 22:51
04/17/05 22:51
Joined: Jan 2005
Posts: 22
New Zealand
S
SteveIRL Offline
Newbie
SteveIRL  Offline
Newbie
S

Joined: Jan 2005
Posts: 22
New Zealand
Based on my sketchy memory of physics 101, I think that the main thing that stops a motorcycle (or a normal bicycle) tipping over is the rotational inertia of the wheels when they are in motion. A gyroscopic effect means that trying to tilt a spinning wheel takes a reasonably large amount of work. I don't know how you would go about building this into the physics environment, but that's what you need to simulate.

Lowering the centre of mass for a four wheeled vehicle means that it is harder to move the centre of mass past its base of support, thus increasing its stability. On a two wheeled vehicle it will just mean that the tipping force acts differently.

If that's wrong then someone tell me, but I think I've got it right. Sorry I can't actually help you.


Steve I'm on a diet of black coffee and prozac buttered toast.
Re: Motorcycle physics. [Re: SteveIRL] #44561
04/18/05 03:00
04/18/05 03:00
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
You will need to add an invisible entity. Such an entity would also be a physics entity constrained via a hinge joint to your motorbike. Or, you can try to fake the bike effect by having 4 wheels in close proximity with 2 invisible. I have gotten a motorbike working with the first method and it works quite well. The only problem is that the bike leans the opposite way that it does in real life. I've gotta try figure that part of the problem out tonight...


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Motorcycle physics. [Re: William] #44562
04/18/05 04:15
04/18/05 04:15
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
Expert
FoxHound  Offline OP
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
I had conisdered adding Training wheels to the bike. Maybe a bit off the ground that way the bike can tip only so far. But this might interfer with with collision with terrain walls or even other motorcycles in the game.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: Motorcycle physics. [Re: FoxHound] #44563
04/19/05 00:31
04/19/05 00:31
Joined: Jan 2005
Posts: 22
New Zealand
S
SteveIRL Offline
Newbie
SteveIRL  Offline
Newbie
S

Joined: Jan 2005
Posts: 22
New Zealand
What sort of effects do you want the bike to have? If all you need the physics for is gravity, jumps and collisions then you could manually tilt the bike according to how fast you are turning - I can help you with the physics equations there if you like - while using things like gravity to determine the position of the entire bike in space as a single entity. You could even do things like wheelies this way, but it will involve a lot of computation by yourself. The added benefit is that this would probably only require one physics entity, so you will only need the professional version.

What sort of context will you be using it in? This would be fairly easy to implement on a superbike race course, harder to implement on a dirt-bike track and difficult to do for a city street.

Rephrased (I hope) more clearly, you would use the physics engine to keep the bike on the ground and prevent collisions, but you would use your own code to tilt and turn the bike. Of course, if you wanted a really spectacular crash, you would need to enable physics for each part of the bike, rather than as a whole, but you could do that the instant the rider looses control of the bike.


Steve I'm on a diet of black coffee and prozac buttered toast.
Re: Motorcycle physics. [Re: SteveIRL] #44564
04/19/05 04:57
04/19/05 04:57
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline OP
Expert
FoxHound  Offline OP
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
Thanks, I'll private message you on this.


Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1