Hello.
My problem is with raycast vehicle (btRaycastVehicle).
I got setup vehicle following example from VehicleDemo.cpp demo.
Simulation is ok when drivong at low speed. Problems arrise with higher speeds or when car is sliding.
Sometimes car appear to hit some nonexistent bumps in the ground mesh.
this causes it to jump, get air or spin (effect worse when faster).
these doesnt happen when ground is plane (btPlaneShape) or other primitive shape.
i've examined this closely with wireframe meshes and it appears that bumps
happen when car is passing from one triangle to another.
tried to implement calculating normals with barycentric coordinates,
by examining other source codes, but it doesnt appear to solve this.
in my case, all normals are already always perfect up-vectors as im testing only flat surfaces.
tried various configuration for whell friction and suspension height.
What could solve this?
[Solved] Vehicle simulation surface problems
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- Posts: 2
- Joined: Mon Aug 05, 2013 8:42 pm
[Solved] Vehicle simulation surface problems
Last edited by DanzoKZ on Wed Aug 07, 2013 6:08 pm, edited 1 time in total.
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- Posts: 2
- Joined: Mon Aug 05, 2013 8:42 pm
Re: Vehicle simulation surface problems
solved it! it turns out car chasis was set to too low and was starting to penetrate the ground at certain accelerations. i was long unable to notice it because of bug in graphical rendering related to z-order.