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	<title>Real-Time Physics Simulation Forum</title>
	
	<link href="https://pybullet.org/Bullet/phpBB3/index.php" />
	<updated>2011-12-13T20:35:19+00:00</updated>

	<author><name><![CDATA[Real-Time Physics Simulation Forum]]></name></author>
	<id>https://pybullet.org/Bullet/phpBB3/app.php/feed/topic/4142</id>

		<entry>
		<author><name><![CDATA[kester]]></name></author>
		<updated>2011-12-13T20:35:19+00:00</updated>

		<published>2011-12-13T20:35:19+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26447#p26447</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26447#p26447"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26447#p26447"><![CDATA[
Hi,<br><br>The normals, positions and indices I used came from the collision mesh for my road.<br><br>There's a lot of work not really mentioned in my article: you need to implement a btStridingMeshInterface class to provide the normals, implement ray-cast callbacks, and the vehicle ray-caster to override the wheel casts.<br><br>I haven't got my original code to refer to any more, and it's been quite a while since I've looked at it, but I've updated the code in my article to indicate the general idea. I haven't tested it though.<br><br>The article's here: <a href="http://bit.ly/tmC4nG" class="postlink">http://bit.ly/tmC4nG</a><br><br>Cheers,<br><br>Kester<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2945">kester</a> — Tue Dec 13, 2011 8:35 pm</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[hurricane]]></name></author>
		<updated>2011-11-30T12:53:33+00:00</updated>

		<published>2011-11-30T12:53:33+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26320#p26320</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26320#p26320"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=26320#p26320"><![CDATA[
I am trying to implement "interpolate normals" in my racing game. As per Kester's document of interpolate normals, i am not able to figure out which normals,positions and indices are used in InterpolateMeshNormal method. Please give your valuable suggestions...<br><br><br><br>Regards<br>huRR<em class="text-italics">c@ne</em><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=8907">hurricane</a> — Wed Nov 30, 2011 12:53 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[dakffyd]]></name></author>
		<updated>2010-06-10T01:06:36+00:00</updated>

		<published>2010-06-10T01:06:36+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18921#p18921</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18921#p18921"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18921#p18921"><![CDATA[
<blockquote class="uncited"><div><blockquote class="uncited"><div><blockquote class="uncited"><div>Bullet sets the wheel contact normal in btVehicleRaycaster::castRay.<br><br>I derive from btVehicleRaycaster and override that method ... </div></blockquote>How do you determine which vertices to use? <br>I assume the data must be somewhere in either the btRigidBody or the btVehicleRaycasterResult ?</div></blockquote>Generally, since the vehicles are heavy &amp; slow-moving, perhaps you'll get better result using rigid body wheels instead of ray cast.<br>In my own experiments, rigid body wheels have quite big advantages over raycast in terms of being realistic. But since things usually breaks apart physics-wise at high speed (rotations) and require more processing power, raycast usually is better suited for racing-type games... But your choice of vehicles implies that this is not racing <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"></div></blockquote>true. But processor power IS a concern. Hence, we're trying raycast vehicles first.<br><br>@kester: Thanks! That triangle index is what I was looking for.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=6215">dakffyd</a> — Thu Jun 10, 2010 1:06 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[tatsujin]]></name></author>
		<updated>2010-06-09T09:57:35+00:00</updated>

		<published>2010-06-09T09:57:35+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18906#p18906</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18906#p18906"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18906#p18906"><![CDATA[
<blockquote class="uncited"><div><blockquote class="uncited"><div>Bullet sets the wheel contact normal in btVehicleRaycaster::castRay.<br><br>I derive from btVehicleRaycaster and override that method ... </div></blockquote>How do you determine which vertices to use? <br>I assume the data must be somewhere in either the btRigidBody or the btVehicleRaycasterResult ?</div></blockquote>Generally, since the vehicles are heavy &amp; slow-moving, perhaps you'll get better result using rigid body wheels instead of ray cast.<br>In my own experiments, rigid body wheels have quite big advantages over raycast in terms of being realistic. But since things usually breaks apart physics-wise at high speed (rotations) and require more processing power, raycast usually is better suited for racing-type games... But your choice of vehicles implies that this is not racing <img class="smilies" src="https://pybullet.org/Bullet/phpBB3/images/smilies/icon_smile.gif" width="15" height="15" alt=":)" title="Smile"><p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2608">tatsujin</a> — Wed Jun 09, 2010 9:57 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[kester]]></name></author>
		<updated>2010-06-09T03:30:03+00:00</updated>

		<published>2010-06-09T03:30:03+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18898#p18898</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18898#p18898"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18898#p18898"><![CDATA[
castRay performs a ray-cast, which returns the triangle index, part id, collision object, and hit position of the end of the ray.<br><br>You can use the triangle index to work out which vertices form the hit triangle.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2945">kester</a> — Wed Jun 09, 2010 3:30 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[dakffyd]]></name></author>
		<updated>2010-06-09T01:19:59+00:00</updated>

		<published>2010-06-09T01:19:59+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18895#p18895</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18895#p18895"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18895#p18895"><![CDATA[
<blockquote class="uncited"><div>Bullet sets the wheel contact normal in btVehicleRaycaster::castRay.<br><br>I derive from btVehicleRaycaster and override that method ... </div></blockquote>How do you determine which vertices to use? <br>I assume the data must be somewhere in either the btRigidBody or the btVehicleRaycasterResult ?<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=6215">dakffyd</a> — Wed Jun 09, 2010 1:19 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[dakffyd]]></name></author>
		<updated>2010-06-08T21:28:00+00:00</updated>

		<published>2010-06-08T21:28:00+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18893#p18893</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18893#p18893"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=18893#p18893"><![CDATA[
I'm trying to create realistic simulations of very large and heavy vehicles - bulldozers, dump trucks, etc. Masses of 35 000 kg or so. I've had to bump up the max suspension force, and I've got a couple questions.<br>A) are there any repercussion for bumping this limit way higher?<br>B) are there any other limits I might run into?<br>thanks.....<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=6215">dakffyd</a> — Tue Jun 08, 2010 9:28 pm</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[tatsujin]]></name></author>
		<updated>2009-12-10T07:05:32+00:00</updated>

		<published>2009-12-10T07:05:32+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=16453#p16453</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=16453#p16453"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=16453#p16453"><![CDATA[
Btw, I created <a href="http://code.google.com/p/bullet/issues/detail?id=307" class="postlink">an enhancement "issue"</a> for having support for normals in the collision shape(s).<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2608">tatsujin</a> — Thu Dec 10, 2009 7:05 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[tatsujin]]></name></author>
		<updated>2009-11-09T08:10:00+00:00</updated>

		<published>2009-11-09T08:10:00+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15973#p15973</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15973#p15973"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15973#p15973"><![CDATA[
<blockquote class="uncited"><div>I think you'd only want to add it to the 'mesh' shapes: the bvh tri mesh shape, and the heightfield terrain shape.</div></blockquote>Yeah, and it's probably only useful for ray cast vehicle-type things.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2608">tatsujin</a> — Mon Nov 09, 2009 8:10 am</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[kester]]></name></author>
		<updated>2009-11-09T05:16:29+00:00</updated>

		<published>2009-11-09T05:16:29+00:00</published>
		<id>https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15971#p15971</id>
		<link href="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15971#p15971"/>
		<title type="html"><![CDATA[Re: driving game]]></title>

		
		<content type="html" xml:base="https://pybullet.org/Bullet/phpBB3/viewtopic.php?p=15971#p15971"><![CDATA[
It's good to hear that it's working!<br><br>Adding it by default to Bullet probably requires some quite invasive changes.  It's quite a bit of work just for vehicle simulation.  I think you'd only want to add it to the 'mesh' shapes: the bvh tri mesh shape, and the heightfield terrain shape.<p>Statistics: Posted by <a href="https://pybullet.org/Bullet/phpBB3/memberlist.php?mode=viewprofile&amp;u=2945">kester</a> — Mon Nov 09, 2009 5:16 am</p><hr />
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