2D Rolling Friction for Box2D Based Engine

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crashlander
Posts: 41
Joined: Sat Apr 08, 2006 11:20 am

2D Rolling Friction for Box2D Based Engine

Post by crashlander »

I have a 2D physics engine based closely on Box2D. I use distance grids for collision detection in order to have other arbitrary collision shapes beside boxes.

I've noticed when I try to simulate a wheel, the wheel jitters and jumps a lot once it gets moving at even moderate speeds. The collision detection is accurate so I assume its a friction thing?

There had been another post on these forums regarding implementation of a different friction model for rolling objects but I think that post was lost when the website went down a while back.

So, my question: How do I get started implementing a better friction model for rolling objects given the Box2D architecture as a starting point.

-Thanks
Erin Catto
Posts: 316
Joined: Fri Jul 01, 2005 5:29 am
Location: Irvine
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Post by Erin Catto »

Is that a wheel attached to a chassis? In that case it might be joint instability. If it is just a circle rolling on a plane, you should have no jitter with the Box2D algorithm.
crashlander
Posts: 41
Joined: Sat Apr 08, 2006 11:20 am

Post by crashlander »

Yes, it was attached to a chassis using a revolute joint. I will mess around with the joint and see if I can smoothing things out.
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