Vehicles limited to move along or slightly above some form of surface. Classified by what is used to apply steering and drive forces against the ground.
Bicycles, motorcycles, cars, trucks, buses and everything else with wheels. Wagons :). There are two way to create these, with constraints or with a vehicle controller.
Wheels are created as rigid bodies and then constrained to the vehicle body. The type of wheels is fixed wheels, suspension wheels and steering wheels.
This is a component of a physic system that fake the wheels of a rigidbody with raycasts. Details about how it works are on the vehicle controller page.
- Box2D C++ tutorials - Top-down car physics - 2011
- Unity3d car tutorial - 2010
- All purpose physic wheel class (swedish) - 2007
- NVIDIA PhysX SDK 3.3.1 Documentation: Vehicles
For a tracked vehicle only the road wheels need to be simulated. The track and the other wheels can then be run only as a visual model. All wheels should be the same size and place in a line. To turn drive the wheels on one side faster. A vehicle controller can be used for this.
- The physics of trains in Assassin's Creed Syndicate - 2017
- Stable Rollers - Numberphile - 2017
- Journal of Wheel/Rail Interaction - 2016
- How Do You Get a Train Moving? - 2014
- Expect Delays: Why Trains Slow Down When It's Hot - 2014
- A Leafy Curse: The Physics of Leaves on the Track - 2014
- The Physics of Disaster: An Exploration of Train Derailments - 2013
- Grip of the train wheels - 2012
- Bullet train -2012
- Modeling a train using joints & a number of raycast vehicles - 2011
- surface-physics - 2011
- Adhesion railway - 2005
- Steam vs Diesel - 1998
- Wheels and Bogies - 1998
A hovercraft is made up of two parts, the lift and the thrust. The lift keep the craft above ground and the thrust moves and turns it.