Skate and Skate Park Physics

Hi guys!

I’m having serious problems trying to simulate skate physics.

I’am using a shape with 4 wheels colliders to simulate the skate. The skater is simulated with a box collider using a Character Joint connected to the skate.

To simulate impulse, i use addRelativeForce(force,0,0). To simulate rotation i use transform.Rotate(0,r,0);

Problem 1 - ok… this works with a good realism but sometimes the skate flips. How can i avoid skate flipping?

Problem 2 - How can i simulate the physics when the skate jump into a Half Pipe ?( just like tony hawks game )

Preview - http://lab.fdd.com.br/skate/test.html

Thankss!!! [/url]

I think you need to be a lot more specific.

Some preview Here ( prototype )

http://lab.fdd.com.br/skate/test.html

I think that you should start with a lot more simple project. You’re not going to get physics from Tony Hawk games without making a LOT of custom programming.

Yeah… i know i cant get the same result and i dont want that…I just want a little better physics…

Half pipe jump - i know its not easy to get the same result of Tony Hawks game. But i would like to know if exists an easy way to simulate a better physics. ( my ideia is to use a Configurable joint while the skate is on air to prevent some type of rotation and transation , what do you think? )