[Newt 2.09]Custom Advanced Vehicle Joints

PJani

11-09-2009 18:03:15

Ok, I have insane :P idea to create advanced vehicle joints even i have to change some of the OgreNewt.
I want to create advanced custom suspension joint(perhaps multiple joints) for only one wheel. It have to connect 2 bodies(main vehicle body, wheel body)
Joint have to
-move up and down(with limits and rest position) of course with suspension properties(shock absorb and spring)
-around the suspension axle(with angle limits and position and direction pin) - steering
-wheel should rotate in its center axle pin. - wheel rotating

And special steering joint which should follow other tire steer pined direction(like gear, but no movement constrain only direction following) for steering link.

And another differiencial joint which should lock two wheels rotations no mater in which steering is pointing and how high is suspension state.

Starting ideas?

PS: i will attach later sketches when i scan them.

melven

11-09-2009 22:34:54

I don't use the vehicle joint in OgreNewt, so I have no clue if it's still working (I suppose it's not ;-) ), but if you're going to implement a vehicle joint, we could add it to the OgreNewt code, if you like (and if it works fine ;-) )...

I only know that there were some examples about different (raycast-)cars mentioned in the newton-forum if you need some ideas...

If you want another crazy idea: Whats about a car with a differential gear :-P ...

kallaspriit

12-09-2009 08:57:47

I am working on something similar - a vehicle made entirely out of custom joints. Right now I have McPherson front suspension without caster-camber yet, but using Ackermann steering geometry. Rear suspension is basic double fishbone. No great graphics yet :)


PJani

12-09-2009 12:16:45

Nice, I see you have cylinder collision for wheels. How is that working out?

kallaspriit

12-09-2009 14:03:43

Have not got to handling yet, will see whether i'll stick to normal or chamfer cylinders.