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        <title>Tire Simulation - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/tire-simulation/</link>
        <description>Tire Simulation - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Fri, 12 Nov 2010 02:41:46 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/tire-simulation/" rel="self" type="application/rss+xml" /><item>
    <title>Tire Simulation v2</title>
    <link>https://timbeaudet.com/blog/2010/11/12/tire-simulation-v2/</link>
    <pubDate>Fri, 12 Nov 2010 02:41:46 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2010/11/12/tire-simulation-v2/</guid>
    <description><![CDATA[<p><strong>Originally Posted: November/December 2009</strong></p>
<p>In December 2008 I started a project to mimic a tire with deformable properties. Within a week or two the project had a deformable mesh, although this mesh was unstable. The project was put on hold due to career and life events until mid October 2009 where work began again.</p>
<p>The tire mesh is created procedurally, then a Point-Mass System is structured in a way that holds the tire together. This allows the contact patch to move separately but also get pulled back into the correct shape. During October many improvements were made including large optimizations. Removed several unnecessary springs, and placed the springs more optimally so that the tire behaved the same with fewer springs. This also allows the tire to have different resistances for lateral and longitudinal forces.</p>]]></description>
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