Car speed calculus
Blitz3D Forums/Blitz3D Programming/Car speed calculus
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..I have car properly set with physics and stuff..its working just fine, but, how to properly calculate car speed? I mean what should be reference point?? What i want is actually to hold in balance torque on wheels according to current speed but im a bit confused how to measure speed of my car body? |
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What physics engine are you useing |
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Assuming that your units of measurement are seconds and metres, can't you just calculate how far it moves each frame and then once a second, total it up and multiply out to get from metres per second to kilometres per hour? |
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As Gabriel suggests - you could just store the last position position and the distance between the current and last position is the velocity during that frame. |
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Im using Physx, and i need accurate speed in order to properly set drifting factor as well as friction between tyres and different type of ground..units im using are meters/seconds..your suggestion sound nice Gabriel..Ill give it a try.. |
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i calculate the longitudinal distance between the (current position) and (last position).... allways using the same period of millisecs... no frames( because the frames depend of each computer) speed = dist(long_advance)* / time(millisecs) *the lateral speed should not be computed in the speed variable saludos santiago |