XaiJu
autotrashphysics
autotrashphysics

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Tire Physics Roadmap

Hi everyone,

I have come up with a roadmap that outlines the development goals and usages of tire physics that are used in my systems.

The current tire physics model is to be ground truth for the feel of driving. Even though it feels nice to drive, the code for it is not maintainable, and is hard to measure.

Three new tire models in development will branch into realism with more maintainable code and is easier to adjust and measure, used for racing and drifting. The second will be more focused on a cheaper simulation leading to more FPS in-game, I am hoping this physics model will be used in gamified settings such as combat and driving where tire realism wont be a focus.
Lastly, an experimental model using the "Brush Tire Model" as the basis to build on, this could lead to either of the two physics models above.

See below for the tire physics models matrix

* The complexity of making the tire achieve certain metrics. For example, a street tire vs slicks

** I have not found an accurate enough way to portray tuning of the caster angle vs the effect of caster

*** Available as an option for tire physics models that don't have it as an inherent design, this is useful for offroad vehicles where wheels should not fall through a gap smaller than the wheel itself


The next post will be an overall roadmap of development in Udon. This includes cars, bullets, and tanks.

Feel free to reach out if you have any questions.


Many thanks


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