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racing physics
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04-10-2004 16:59

Posted by:
madscientist

Location:
n.ireland

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does anyone know a good source for the equations needed to give realistic racing physics?
all i can find on google is sites with an explanation of how the physics work, rather than a=b/c type stuff.

what im looking for is making the cars slide round corners and friction effects etc.

04-10-2004 21:56

Posted by:
eekaydee

Location:
CA, USA

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Well, let's see.

Force=Mass*Acceleration

and

ForceDueToFriction=FrictionConstant*Mass*Gravity

Combine the two and you can get

MaxAcceleration=FrictionConstant*Gravity

The friction constant depends on the materials involved, and Gravity is a constant for the acceleration due to gravity; on this planet, it would be 9.8.

Because friction is the only thing moving the car, the maximum acceleration depends on the friction.

I'm guessing your car has the ability to turn 360. You can use the sin and cos functions to calculate how much the vertical velocity and horizontal velocity change.

More later.

04-13-2004 11:55

Posted by:
denis caspar

Location:
montréal

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Nice exemple Spacetest

from -wyvern: SPACETEST in the TnT directory.Just change the rocket for a car and play with inertia to find a realistic move. Fun and interesting, a well anotated code.

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