collerblade wrote:y i like multibodycar, and i did my own implementation (using user defined joints). But i need 300fps for reaseable car speed (about 250km/h). I know there is vehicle without body-tires, but the motion seems more realistic when tires are bodies. Specially in low speeds.
who say that there is a vehicle without body tires? this is no true. all vehicle in Newton now and in the pass has being contractions of multi bodies connected by joints. Pleases do no keep speeding those statements that that the detractors on the established has spread about this library for years.
It is simple not true.
Newton 200 I was experimenting with a ray cast car and a quickly realized that the was not going to yield the result I wanted, I left it because David Gravel like it and worked on that joint for some time making a cool archaedy demo. But the multi body car was always there.
In core 300 I remove that joint and made a Vehicle that uses is special set of joint tires to calculate the joint forces and tires generated by tires, this is the same model I was using in core 1.50 but the I never converted to core 200.
collerblade wrote:I know the rules of signal processing. There is no problem with those..
i just dont see why it is nesssery for a body simulation. I wrote my own litte simulation stuff, i used euler integration. u sure know:
v+=a*dt;
p+=v*dt;
same with rotations:
omega+=torque*dt;
rotation+=omega*dt;
i used quaternions, and they worked good. Im sure your integration is far more advanced then euler, but i dont see, where the limitations come in. Maybe its my blindness

But i used only the current state of any body. So i dont want to know how the object turned right or left. My collision system sees only the current state, nothing else. Maybe newton works other ways, but in this system i dont have any rotation limitations.
Any suggestions?
if you know the rules of signal possessing then why you say that you do no see any problem there?
Any digital simulation of a real proses is digital signal proses.
the equation you show are very simple, and of course you do no see the problem there, but thso eare no the complete equation of a laws physics.
The complete equation is this
d p / d t = F
d l / d t = T
t = time
p = linear momentum
l = angular momentum
F= next force acting on a body
T = next torque acting on a body
it reads,
the time derivative of the linear momentum equal to the next force actin on a body
the time derivative of the angular momentum equal to the next force actin on a body
time derivative mean any king of changes,
Take for example the equations that you show in you post.
a particle moving on a straight line pushed by a force, its velocity is changing, therefore it momentum is changing
the equation I posted say that that change of momentum is equal to the force that push the parcel, no problem there.
but now consider the same particle movement on a circular path around a center, like the moon around the earth. Gravity is pulling the moon, but the moon keeps its path and do not fall to the planet.
It looks like nothing is pushing the moon to counter the gravity, but there must be something that is keeping on a circular path.
when you apply the first equation to the motion of the moon, you will realized that the linear momentum magnify reaming constant, by it orientation is changing, the time derivative of that motion
produce a non zero vector perpendicular to the trajectory that we called centripetal acceleration.
Now this motion is periodic, if you make a simulation, the motion on the moon around the earth and you apply the gravity, and the centripetal acceleration only once a day. you moon will move on a perfect straight path. never curving it.
Shannon theorem says that at the minimum the simulation should apply an update once every 12 hours.
but you can see that this will only give you the notion of a circular periodic path, but not an accurate one
as you apply updates at a higher rate the simulation approaches the real motion of the moon, for example an update every one pour is very good for say a year of motion. for millions of year you will need and update maybe every second, and for billions of years you need maybe one every millisecond or so.
How does these apply to angular motion? well the principle is the same, you can see a body and a collision of particles connected to a center of mass by solid link. when the body rotates and change it orientation, the linear momentum of each particle change direction just like the move above, therefore a spinning body with a irregular change most be generation an non zero force the push the body on some direction. we call this precessing forces. for example tops.
Simulation bodies as collection of particle is very hard, but for that we have the second equation thanks to Leonard Euler. he discovered that the when a body is spinning around a fix axis the sum of the linear momentum of all particles is zero, he call this sum the angular momentum.
so angular momentum is just the summation of a whole bunk of linear momentums and therefore most obey the same laws of linear motion, conservation and inertia.
So how we can see that is linear momentum does no change then a body preserve it linear velocity
if angular momentum does no change then a spinning body preserve its angular velocity, the only way that can happens is if the body rotate around a fix axis.
this is what explain the very object in this universe rotates around a fix axis. (we call the plane of the galaxy, the plane of the solar system, of the plane of the moon and earth)
when a spherical body is spinning the trajectory of each particle is still circular therefore the do not generate pressing torque.
but when a body is not spherical, the only way the each particle can fallow a contact circular trajectory is if the spinning around a fix axis, and Euler discovered that the axis is the principal axis of inertia of the body.
so when a spinning body change is trajectory the body will generate a non zero torque top resist that motion, this is Inertia (Newton for Law of motion) and is what explain why the galaxies, the solar system, the moon and earth, tops an car tires generate the estrange torque when the they spin, it is the effect of each particle trying to preserve its current motion.
Now why I explain all of this, I do because Newton is a realistic physic simulator that world by applying those two equations, as opposed to most other physic engine that work by applying instantaneous impulses that operate directly on the velocity of a body and can no generate this time base emerging behavior.
But it will also be suggested the same sampling rate problem that the moon earth simulation above has.
get what car tire are also a moon earth problem.