Search found 4 matches

by archee
Thu Nov 14, 2013 1:00 am
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: long stick behaviour in the air
Replies: 5
Views: 22032

Re: long stick behaviour in the air

Thanks guys, these helped me to find a solution. (and I also released a patch for the old Tricky Truck with good rotations)
by archee
Wed Nov 13, 2013 3:28 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: long stick behaviour in the air
Replies: 5
Views: 22032

Re: long stick behaviour in the air

I use a simple quantized method (I think, this is called Euler integration) angularMomentum = worldTensor * angularVelocity; translation.rotate(angularVelocity*timeStep); updateWorldTensor(); angularVelocity = worldTensor.inverse() * angularMomentum; Using smaller timeStep makes it more stable. The ...
by archee
Tue Nov 12, 2013 10:25 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: long stick behaviour in the air
Replies: 5
Views: 22032

Re: long stick behaviour in the air

I found some explanation here, but unfortunately I can't understand it.
Anybody can explain to me in a simple way?

http://farside.ph.utexas.edu/teaching/3 ... ode61.html
by archee
Tue Nov 12, 2013 6:35 pm
Forum: Research and development discussion about Collision Detection and Physics Simulation
Topic: long stick behaviour in the air
Replies: 5
Views: 22032

long stick behaviour in the air

I'm actually asking for help in making my own physics engine. Some physics engines conserve the angular velocity of an object spinning in the air with no friction. I don't know if bullet does this. However, according to physics books the angular momentum needs to be conserved. To convert between ang...