[Solved] Vehicle simulation surface problems

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DanzoKZ
Posts: 2
Joined: Mon Aug 05, 2013 8:42 pm

[Solved] Vehicle simulation surface problems

Post by DanzoKZ »

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?
Last edited by DanzoKZ on Wed Aug 07, 2013 6:08 pm, edited 1 time in total.
User avatar
DanzoKZ
Posts: 2
Joined: Mon Aug 05, 2013 8:42 pm

Re: Vehicle simulation surface problems

Post by DanzoKZ »

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.