Re: [Algorithms] Snowboarding Physics
Brought to you by:
vexxed72
From: Dennis G. <de...@me...> - 2005-04-11 23:06:01
|
Hi Pat, I think plain rigid body simulation with anisotropic friction should be a good starting point. For collision detection I would suggest some kind of "airbag" under the board to avoid discontinuities in contact criteria. Raycast vehicle-style, as you mentioned, but I don't think you need the actual vehicle simulation. Regards, Dennis _______________________________________________ Meqon Research AB SE-601 86 Norrköping de...@me... Phone +46 11 26 41 41 www.meqon.com Fax +46 11 26 41 97 Pat Wilson wrote: > I hate to throw out a non-specific question, but I am looking for a > starting point for working on a reasonably flexible snowboarding > simulation. I have had a few ideas which kind of "fake it" and I am > wondering if this is the best way to go. My feeling, initially, was > that that the movement will 'feel' right if the animation looks right, > and that it could just be a wheeled vehicle rigid body simulation or > something. If anyone has any experience and/or suggestions in this > area I would be appreciative. > -Pat > > > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |