Bullet for car simulations.
Posted: Sun Jul 03, 2016 10:20 am
I am currently using bullet to create a driving simulation that tries mimic the feel of real vehicles. I am currently modifying btRaycastVehicle, and has managed to model most mechanics. However, one thing that btRaycastVehicle does not seem to have properly is body roll physics, since it only casts ray downwards, the body roll is not realistic, since the suspension's degrees of freedom is limited.
I have seen multiple racing sims that have proper wheel suspension and wheels during cornering (e.g forza, project cars), which leads me to believe they are using constraint based systems. But at high speeds, the constraint based vehicle became increasingly unstable, and rigid body wheels cannot accurately depict the various forces affecting a tire.
My question is how do most commercial racing sims do their physics? If anyone can provide me papers or links that show techniques that i could employ that would be amazing.
I have seen multiple racing sims that have proper wheel suspension and wheels during cornering (e.g forza, project cars), which leads me to believe they are using constraint based systems. But at high speeds, the constraint based vehicle became increasingly unstable, and rigid body wheels cannot accurately depict the various forces affecting a tire.
My question is how do most commercial racing sims do their physics? If anyone can provide me papers or links that show techniques that i could employ that would be amazing.