Hi again--been a while since I've posted.
I've never used a physics engine before but I started experimenting with Farseer on the weekend. I'm having some difficulty getting my head around producing physics values appropriately to produce realistic (i.e. Earth-like) results.
I presume the values for gravity, friction, weight etc are just arbitrary and up to the programmer to balance as desired. By default the values produce very "airy", floaty objects. I found myself getting to values like 2000 for gravity to make things actually fall to the ground normally, but in turn needed like 150,000 torque on a cart wheel to get it moving.
Does this seem normal? Is there any guide to producing good results?
Then also when I fiddled with the physics update timer from, say, 0.2 to 0.1 then all those values are screwed up and need adjusting. I was having trouble with some objects crashing through collision boundaries (e.g. a ball would get stuck in the ground).
Any advice for balancing these things would be appreciated.
I've never used a physics engine before but I started experimenting with Farseer on the weekend. I'm having some difficulty getting my head around producing physics values appropriately to produce realistic (i.e. Earth-like) results.
I presume the values for gravity, friction, weight etc are just arbitrary and up to the programmer to balance as desired. By default the values produce very "airy", floaty objects. I found myself getting to values like 2000 for gravity to make things actually fall to the ground normally, but in turn needed like 150,000 torque on a cart wheel to get it moving.
Does this seem normal? Is there any guide to producing good results?
Then also when I fiddled with the physics update timer from, say, 0.2 to 0.1 then all those values are screwed up and need adjusting. I was having trouble with some objects crashing through collision boundaries (e.g. a ball would get stuck in the ground).
Any advice for balancing these things would be appreciated.