Approximating walking physics via simpler sliding physics
Posted
by
Dave
on Game Development
See other posts from Game Development
or by Dave
Published on 2011-02-24T20:38:42Z
Indexed on
2011/02/24
23:34 UTC
Read the original article
Hit count: 754
I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't match those due to a legged creature.
For example, legged creatures near-instantly accelerate to their top speed; whereas applying a force to a box takes time to accelerate it.
The applied force can be increased along with the counteracting drag, giving much quicker acceleration (via force) to a max speed (via drag). However, this also means the force that creatures can exert when pushing on other objects is increased.
Does anyone know of any techniques using a physics engine to cheaply model walking creatures?
© Game Development or respective owner