Monowheel - Angular Velocity or Raycast?
Posted: Fri Apr 13, 2012 3:27 pm
Hello
I'm trying to create a mono-wheel vehicle (a vehicle which is a big wheel more or less), I have added a picture of it. Right now it is one big body but I have plans for separating it into three parts, one part on each side of the wheel. The plan is then for the side parts to turn the wheel and thus propelling the vehicle forward, turning the vehicle would be a matter of leaning it to one side (not sure how to do this but I'll save it for later).
As mentioned it is one big body right now and I created some controls for it, to accelerate I merely set an angular velocity on the X-axis and for turning I rotate the object around the global Y-axis. Some issues I'm having is that it bounces on the ground sometimes so you lose control, no ground contact = no traction obviously. Traction was also a slight issue but was solved by increasing the friction. I'm however concerned that the traction and bouncing will become bigger problems at higher velocities and on uneven surfaces, I've checked the raycastvehicle-class and read Vehicle Simulation With Bullet and started thinking that maybe it is a better approach than my current one.
Anyone got any idea on which might be better? Setting the angular velocity or try to implement the raycast model?
I'm trying to create a mono-wheel vehicle (a vehicle which is a big wheel more or less), I have added a picture of it. Right now it is one big body but I have plans for separating it into three parts, one part on each side of the wheel. The plan is then for the side parts to turn the wheel and thus propelling the vehicle forward, turning the vehicle would be a matter of leaning it to one side (not sure how to do this but I'll save it for later).
As mentioned it is one big body right now and I created some controls for it, to accelerate I merely set an angular velocity on the X-axis and for turning I rotate the object around the global Y-axis. Some issues I'm having is that it bounces on the ground sometimes so you lose control, no ground contact = no traction obviously. Traction was also a slight issue but was solved by increasing the friction. I'm however concerned that the traction and bouncing will become bigger problems at higher velocities and on uneven surfaces, I've checked the raycastvehicle-class and read Vehicle Simulation With Bullet and started thinking that maybe it is a better approach than my current one.
Anyone got any idea on which might be better? Setting the angular velocity or try to implement the raycast model?