- #1
Guitz
- 22
- 8
- TL;DR Summary
- I'm developping a traffic simulation on Unreal Engine
Good morning ,
I managed to simplify the physics of my car with only the centrifugal and traction forces. If I'm in control of it, the realism is acceptable for a city builder. On the other hand, I encounter a problem when the car follows an array of points.
The path of the car on my graph consists of an array of position vectors A[],
I'd like the steering wheel to rotate realistically based on the car's position and rotation relative to each A .
The unit vector u is always in the same direction as the front of the car, P is located between the 2 front wheels.
The problem with my algorithm is that on certain portions, the car tends to zigzag.
Any idea please to remove this zigzag effect?
I managed to simplify the physics of my car with only the centrifugal and traction forces. If I'm in control of it, the realism is acceptable for a city builder. On the other hand, I encounter a problem when the car follows an array of points.
The path of the car on my graph consists of an array of position vectors A[],
I'd like the steering wheel to rotate realistically based on the car's position and rotation relative to each A .
The unit vector u is always in the same direction as the front of the car, P is located between the 2 front wheels.
The problem with my algorithm is that on certain portions, the car tends to zigzag.
Any idea please to remove this zigzag effect?