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Car physics - final project

Started by kobe bryant Apr 10, 2006 at 3:58 PM 3 replies 1k views
Original Post
kobe bryant
kobe bryant
Hi all, I am about to begin researching my summer project for my masters degree. My project is based around simulating the physics of a car, i am also planning to simulate the contortion of the car's body when it crashes, for instance into a brick wall. I would like to know what techniques to use, what mathematical knowledge do I need to know. How are car physics handled in a game like burnout. I have done very little PBM so any knowledge on this would be greatly appreciated.
Antheus
Antheus
For most purposes car is modelled as a rigid body. (Unfortunately I do not know about how specific implementations are done in particular games). Despite mostly formal definitions, game simulations require a lot of tweaking and testing to get the car "feel" right. The models are usually pretty straight-forwad and physically accurate designs. Depending on how far you go, it's possible to simulate complete engine-transmission-axis-gear-road relation. There's even more or less complete physics modelling packages out there that help with this.

Crashing and deformations are most commonly aproximated. In some cases, the damage is only approximated (from which direction), then one of the predefined meshes is chosen.

A slightly more complex aproach is to precalculate some damage scenarios using formal methods (FEM) or some simplified similar methods.

In real-time a viable solution is spring-mass chassis aproximation.

Some FEM methods can be used in real-time, providing rather accurate simulation.

Both previous methods can suffer from mesh being too coarse (requirement of real-time simulation). Iterative solutions are also time-step sensitive and can require lots of tweaking.

Another method would be free-form deformation. This one would be more suitable to visual deformation of the car, rather than accurate damage modeling.

Plenty of choices, depends really on needs. And I'm sure I missed a few more.
robert_p
robert_p
Theres a 17 article series on car physics in the gamedev articles archives under math and physics.
kobe bryant
kobe bryant
thanks for the info.

p.s. what does FEM stand for.
Antheus
Antheus
Quote:
Original post by kobe bryant
thanks for the info.

p.s. what does FEM stand for.


Finite Element Method

Structural analysis is one of the areas where it can be applied to, there also other comparative methods.

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