<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-gb">
	<link rel="self" type="application/atom+xml" href="https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/1212" />

	<title>Real-Time Physics Simulation Forum</title>
	
	<link href="https://pybullet.org/Bullet/phpBB3/index.php" />
	<updated>2007-06-06T15:14:24+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/1212</id>

		<entry>
		<author><name><![CDATA[stbuzer]]></name></author>
		<updated>2007-06-06T15:14:24+00:00</updated>

		<published>2007-06-06T15:14:24+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=4435#p4435</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=4435#p4435"/>
		<title type="html"><![CDATA[Compromise car physics]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=4435#p4435"><![CDATA[
Hi there!<br>I have been working on a racing game for a while. And now it is time to decide which car physics to use. My knoweledges in the field of car physics are quite limited. <br>The main problems to me are:<br>how to design a car physics? raycast, joints+bodies, whatever?<br>any tricks to find a compromise between realistic and playable car physics?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=1364">stbuzer</a> — Wed Jun 06, 2007 3:14 pm</p><hr />
]]></content>
	</entry>
	</feed>
