UNITY offers the wheel colliders and rigid body. Now the wheel colliders offers a wide range of features and built in functions(go have a look by creating a empty child and add a wheel collider component). I can also take a rigidbody which doesn't offer any features except mass and the physics and collisions. In the wheel collider case I can take these pre made functions and use it in my script and build the rest of the car physics around those values. Or I can take the rigidbody and design the whole car physics and wheel physics from scratch, giving me more control but will take me weeks to program. Do you guys think I should reinvent the wheel. I am not sure how accurate the wheel collider physics is compared to real life wheel physics, thus I am not sure to program my own wheel physics.
i don't think wheel physics is an simple subject. depending on how detailed the simulation a developer wants, the program can be done in days or months, or more. wheel simulation in games are all simplified. nowadays most games have one contact point on each wheel, which looks good enough for gamers. but in reality, even if there is only one contact point on a wheel, it's already not so simple as how "games" do it. for example, a motorcycle has circle shaped tyre section, when the vehicle banks to one side, the actual contact point moves. a car has rectangle shaped tyre section, when the vehicle banks, the contact point also moves, but in a different way. it's not easy to get the actual contact point even on a flat road surface, let alone the fact that the road is not always flat - think of a kerb/curb on a race track. so how detailed a simulation should be if it's to be called a "simulation"? any developer must settle on a certain level, because a simulation can never be 100% right. if a game engine provides a simulation which looks right in most cases in a given condition, i would use what it provides.
May 11, 2015 15:40:35 GMT
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