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Tracked Ride Physics Simulation
Has anyone had any luck or experience simulating a rigidbody of a given mass "freefalling" on a track (the rigidbody's path/constraint) that banks up, down, left, or right? The only way I could think of would be applying instantaneous force normal, centripital, friction, and gravity to the rigidbody but I think there might be an easier way.
You could check out iTween, which their website says has a special mode for use with rigidbodies, if all you're trying to do is move something along a path.
Thanks but I'm actually looking to do a realistic physics simulation and not just an animation along a path.
Physics of an object on a fixed track is very specific, and actually rather simple. Unless you need to deal with a cow on the track, the acceleration at any point is pre-deter$$anonymous$$ed by the track design (basically, it's in the direction of the track, with magnitude gravity * sin(angle from horizontal)
, IIRC).
@Warwick Allison: Thanks but unfortunately it gets quite a bit more complicated with banked turns and the like. I was hoping someone might have some ideas to share in that regard.
How? The banking is fixed too, by the structures of the track. At least they are in real world rides and trains. Banking is a fixed angle around the direction of the track.