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	<title>Comments for LyCheSis:showCase</title>
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	<link>http://lychesis.net</link>
	<description>The art of LyCheSis</description>
	<lastBuildDate>Sun, 03 Feb 2013 13:30:12 +0000</lastBuildDate>
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		<title>Comment on Realtime Cubemap for Reflections by hinata1998</title>
		<link>http://lychesis.net/2012/02/realtime-cubemap-for-reflections/#comment-4812</link>
		<dc:creator>hinata1998</dc:creator>
		<pubDate>Sun, 03 Feb 2013 13:30:12 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=254#comment-4812</guid>
		<description>how can i do this?</description>
		<content:encoded><![CDATA[<p>how can i do this?</p>
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	</item>
	<item>
		<title>Comment on Unity Stunt Car Racer v03 by Manu</title>
		<link>http://lychesis.net/2011/08/unity-stunt-car-racer-v03/#comment-4157</link>
		<dc:creator>Manu</dc:creator>
		<pubDate>Fri, 28 Dec 2012 21:35:17 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=191#comment-4157</guid>
		<description>Thanks I can&#039;t wait to grab this project, be sure I&#039;ll keep you informed with my progress !</description>
		<content:encoded><![CDATA[<p>Thanks I can&#8217;t wait to grab this project, be sure I&#8217;ll keep you informed with my progress !</p>
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	</item>
	<item>
		<title>Comment on Unity Stunt Car Racer v03 by LyCheSis</title>
		<link>http://lychesis.net/2011/08/unity-stunt-car-racer-v03/#comment-4154</link>
		<dc:creator>LyCheSis</dc:creator>
		<pubDate>Fri, 28 Dec 2012 13:45:47 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=191#comment-4154</guid>
		<description>Hi Manu, as I&#039;m still unhappy with the handling of the internal Unity car physics I have ordered the UnityCar engine (and am currently waiting for delivery :) ).

I&#039;ll try to put the files for the old project online in the next couple of days but be warned that it will behave erratic in extreme situations.</description>
		<content:encoded><![CDATA[<p>Hi Manu, as I&#8217;m still unhappy with the handling of the internal Unity car physics I have ordered the UnityCar engine (and am currently waiting for delivery <img src='http://lychesis.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ).</p>
<p>I&#8217;ll try to put the files for the old project online in the next couple of days but be warned that it will behave erratic in extreme situations.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity Stunt Car Racer v03 by Manu</title>
		<link>http://lychesis.net/2011/08/unity-stunt-car-racer-v03/#comment-4150</link>
		<dc:creator>Manu</dc:creator>
		<pubDate>Thu, 27 Dec 2012 21:37:14 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=191#comment-4150</guid>
		<description>Greetings, is there any chance you could share the code for this remake ? I&#039;d definitely like to try it on my VR setup ! Please please !!!!</description>
		<content:encoded><![CDATA[<p>Greetings, is there any chance you could share the code for this remake ? I&#8217;d definitely like to try it on my VR setup ! Please please !!!!</p>
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	</item>
	<item>
		<title>Comment on Offroad Speeder v02 by Rein</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3981</link>
		<dc:creator>Rein</dc:creator>
		<pubDate>Sat, 08 Dec 2012 13:15:49 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3981</guid>
		<description>Got it! Thank you very much! I will share my attempt at it when it&#039;s done. Cheers</description>
		<content:encoded><![CDATA[<p>Got it! Thank you very much! I will share my attempt at it when it&#8217;s done. Cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Offroad Speeder v02 by LyCheSis</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3978</link>
		<dc:creator>LyCheSis</dc:creator>
		<pubDate>Sat, 08 Dec 2012 11:11:21 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3978</guid>
		<description>I&#039;ve had several ideas for this but it&#039;s been put on hold as long as there is this eradicate behaviour in certain situations that makes it pretty difficult to properly control the car. It may be a problem with the internal car physics engine but I haven&#039;t had any time to further investigate.

The suspension arms are actually pretty simple. You add the struts to the body of the car. Their axis should be at the base where the strut is supposed to rotate around. Then you add empty game objects to the non-rotating part of the wheel (i.e. the wheel collider) at the position where the struts should end. Finally you add a script to each strut that rotates the strut so that it points directly towards the empty game object on the wheel collider. This can be done with the transform.LookAt() function.

There&#039;s probably room for optimisation here but the basics work this way.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve had several ideas for this but it&#8217;s been put on hold as long as there is this eradicate behaviour in certain situations that makes it pretty difficult to properly control the car. It may be a problem with the internal car physics engine but I haven&#8217;t had any time to further investigate.</p>
<p>The suspension arms are actually pretty simple. You add the struts to the body of the car. Their axis should be at the base where the strut is supposed to rotate around. Then you add empty game objects to the non-rotating part of the wheel (i.e. the wheel collider) at the position where the struts should end. Finally you add a script to each strut that rotates the strut so that it points directly towards the empty game object on the wheel collider. This can be done with the transform.LookAt() function.</p>
<p>There&#8217;s probably room for optimisation here but the basics work this way.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Offroad Speeder v02 by Rein</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3975</link>
		<dc:creator>Rein</dc:creator>
		<pubDate>Sat, 08 Dec 2012 01:05:49 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3975</guid>
		<description>Driving the speeder around is really a lot of fun! You could easily turn this into some type of alien shoot&#039;em up game for iPhone/Android. J

This is the first time I&#039;ve seen a vehicle done in Unity with visually working suspension arms. What did you use in Unity to connect the wheels to suspension arms, and the arms to the body? I&#039;ve been trying all kinds of crazy things to no avail and I can&#039;t find any other info on the Web. Can you help a brother out? Thanks!!</description>
		<content:encoded><![CDATA[<p>Driving the speeder around is really a lot of fun! You could easily turn this into some type of alien shoot&#8217;em up game for iPhone/Android. J</p>
<p>This is the first time I&#8217;ve seen a vehicle done in Unity with visually working suspension arms. What did you use in Unity to connect the wheels to suspension arms, and the arms to the body? I&#8217;ve been trying all kinds of crazy things to no avail and I can&#8217;t find any other info on the Web. Can you help a brother out? Thanks!!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Offroad Speeder v02 by LyCheSis</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3305</link>
		<dc:creator>LyCheSis</dc:creator>
		<pubDate>Sat, 11 Aug 2012 16:56:59 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3305</guid>
		<description>Usually the extremum value should take care of holding the car straight while moving only forward. The sideways motion while turning should be enough to let the asymptote value come into effect which should be low enough to let the vehicle drift nicely through the corner.

But I also have had difficulties with this because it is pretty hard to monitor which slip value is currently being applied to the wheel.

What you could do is to increase the sideways slip extremum while the wheels are pointing forward and to decrease these as soon as the wheels are turned into a corner. It&#039;s not a great solution but may work good enough for your purpose.

I would be very happy if somebody could show a way to monitor all the physics values of the wheel colliders properly so that I can configure them properly.</description>
		<content:encoded><![CDATA[<p>Usually the extremum value should take care of holding the car straight while moving only forward. The sideways motion while turning should be enough to let the asymptote value come into effect which should be low enough to let the vehicle drift nicely through the corner.</p>
<p>But I also have had difficulties with this because it is pretty hard to monitor which slip value is currently being applied to the wheel.</p>
<p>What you could do is to increase the sideways slip extremum while the wheels are pointing forward and to decrease these as soon as the wheels are turned into a corner. It&#8217;s not a great solution but may work good enough for your purpose.</p>
<p>I would be very happy if somebody could show a way to monitor all the physics values of the wheel colliders properly so that I can configure them properly.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Offroad Speeder v02 by Luis</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3304</link>
		<dc:creator>Luis</dc:creator>
		<pubDate>Sat, 11 Aug 2012 16:09:19 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3304</guid>
		<description>Yes, I lowered the Y of the mass to -1.5 and is more responsive now. However, still turn over while turning in a close curve.

I now the solution has to be with friction settings. But if you set sideways friction very sensitive, the car will drift while going straight. Maybe through code we can adjust those settings while applying vertical input.

I&#039;ve been playing with the spring settings as well. With more spring distance and a higher spring and damper suspension, the car is less prone to turn over.

Soon i&#039;ll upload my project to a website so you can see what i&#039;m doing.</description>
		<content:encoded><![CDATA[<p>Yes, I lowered the Y of the mass to -1.5 and is more responsive now. However, still turn over while turning in a close curve.</p>
<p>I now the solution has to be with friction settings. But if you set sideways friction very sensitive, the car will drift while going straight. Maybe through code we can adjust those settings while applying vertical input.</p>
<p>I&#8217;ve been playing with the spring settings as well. With more spring distance and a higher spring and damper suspension, the car is less prone to turn over.</p>
<p>Soon i&#8217;ll upload my project to a website so you can see what i&#8217;m doing.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Offroad Speeder v02 by LyCheSis</title>
		<link>http://lychesis.net/2012/07/offroad-speeder-v02/#comment-3302</link>
		<dc:creator>LyCheSis</dc:creator>
		<pubDate>Sat, 11 Aug 2012 13:23:44 +0000</pubDate>
		<guid isPermaLink="false">http://lychesis.net/?p=309#comment-3302</guid>
		<description>Thanks Luis, the easiest thing to do is (of course) to lower the center of mass of the vehicle, but don&#039;t drop it below the ground plane as this will lead to strange handling in some cases and will make the car tip back up when it rolls over (which is only usefull if you really want it to behave that way)

What I&#039;m doing right now is to reduce the sideways wheel friction curve so that the car starts to slide instead of tipping over. In most cases this should also look better but it will certainly require some testing and trying.</description>
		<content:encoded><![CDATA[<p>Thanks Luis, the easiest thing to do is (of course) to lower the center of mass of the vehicle, but don&#8217;t drop it below the ground plane as this will lead to strange handling in some cases and will make the car tip back up when it rolls over (which is only usefull if you really want it to behave that way)</p>
<p>What I&#8217;m doing right now is to reduce the sideways wheel friction curve so that the car starts to slide instead of tipping over. In most cases this should also look better but it will certainly require some testing and trying.</p>
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