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#vppdev — Public Fediverse posts

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  1. Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.

    #VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev

  2. Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.

    #VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev

  3. Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.

    #VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev

  4. Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.

    #VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev

  5. Diagnosing the last bits of the new wheel dynamics model in Vehicle Physics Pro. In this pic, a small bump appears in the lateral tire force when entering the adhesion transition zone.

    #VPPDev #TireSimulation #Physics #Unity #Simracing #MadeWithUnity #IndieDev #GameDev

  6. Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.

    #TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev

  7. Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.

    #TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev

  8. Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.

    #TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev

  9. Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.

    #TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev

  10. Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.

    #TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev

  11. New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  12. New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  13. New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  14. New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  15. New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  16. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  17. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  18. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  19. This versatile model produces physically correct behavior across the full range of wheel angular velocity and hub velocity: high speed, low speed, and static equilibrium, with perfectly continuous transitions. Angular inertia and simulation delta time are built in as well, preventing numerical oscillations across the entire input domain.

    #VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering

  20. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  21. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  22. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  23. Working on DomeProjection integration for PERRINN 424. It enables rendering to triple screens or any multi-monitor setup by just swapping the calibration files, no project rebuild required.

    #VPPDev #Unity #Simracing #PERRINN #Project424 #IndieDev #GameDev #Coding

  24. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  25. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  26. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  27. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  28. Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.

    #Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev

  29. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  30. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  31. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  32. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  33. Testing hybrid EV setups in Vehicle Physics Pro. In this car, the transmission is connected directly to the electric motor, so there are no gears. The combustion engine is simulated separately and acts as an electric generator.

    #VPPDev #Unity #ElectricVehicle #Simulator #HybridVehicles #MadeWithUnity #Physics #IndieDev #GameDev

  34. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  35. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  36. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  37. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  38. A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.

    The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.

    #VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics

  39. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  40. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  41. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  42. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  43. Work in progress: a tool for switching visual materials between render pipelines in Unity. This allows the Vehicle Physics packages to work across all three supported render pipelines by simply pressing the appropriate button, with materials specifically configured for each pipeline.

    #VPPDev #Unity #Unity6 #MadeWithUnity #URP #HDRP #IndieDev #GameDev

  44. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  45. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  46. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  47. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender

  48. Now this is good mesh density for a racing track 3D model.

    ~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.

    #VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender