If the two vectors are aligned, the result will be greater than 0. We can find whether we’re accelerating forward or backward using the dot product. length (), max_speed_reverse ) rotation = new_heading. length () if d < 0 : velocity = -new_heading * min (velocity. normalized ()) if d > 0 : velocity = new_heading * velocity. Var new_heading = (front_wheel - rear_wheel ). x * wheel_base / 2.0 rear_wheel += velocity * deltaįront_wheel += velocity. x * wheel_base / 2.0 var front_wheel = position + transform. Here are our starting values for these quantities:įunc calculate_steering (delta ): var rear_wheel = position - transform. As a bonus, the values of these quantities will also give our car a maximum speed - the point where the force from the engine can’t overcome the drag force any longer. We’ll add both of these forces to our calculation. This means that friction is more significant when moving slowly, but drag becomes dominant at high speeds. Drag is proportional to the velocity squared. It’s based on the car’s cross-section - a large truck or van experiences more drag than a sleek race car. Friction is proportional to velocity - the faster you’re going the stronger the force.ĭrag is the force resulting from wind resistance. It’s very high if driving on sand, but very low if driving on ice. Careful: we don’t have any way to slow down yet! Part 3: Friction/dragĪ car experiences two different deceleration forces: friction and drag.įriction is the force applied by the ground. Now when you run, the car should gradually increase its speed. Get_input () calculate_steering (delta ) velocity += acceleration * delta Func _physics_process (delta ): acceleration = Vector2.
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