Currently, I am struggling to get a convincing tyre simulation.
I want to use real tyre shapes (Cylinders) and not the ray-vehicle.
When looking that the demos, I see that there are a lot of different friction types:
Code: Select all
body->setFriction(1.f); body->setRollingFriction(.1); body->setSpinningFriction(0.1); body->setAnisotropicFriction(colShape->getAnisotropicRollingFrictionDirection(), btCollisionObject::CF_ANISOTROPIC_ROLLING_FRICTION);
Is there a description somewhere how Bullet handles friction?
When I used ODE, I would rely on things like "Force dependent Slip", "Slip directions", "friction pyramid approximation 1" which in the end resulted in a convincing tyre/road interaction.
In Bullet, I see the concept of slip only pop up in the ray cast vehicle?