Question: How is the direction of friction calculated in snowboarding?

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Discussion Overview

The discussion revolves around calculating the direction of friction in the context of snowboarding, particularly for a snowboarding game. Participants explore the theoretical aspects of friction, including its relationship with velocity and the forces acting on the snowboarder.

Discussion Character

  • Exploratory
  • Technical explanation
  • Debate/contested
  • Mathematical reasoning

Main Points Raised

  • One participant uses Coulomb's equation for friction and questions whether the direction of friction is opposite to the velocity of the snowboarder or the applied force, suggesting a potential misunderstanding of the forces involved.
  • Another participant asserts that friction opposes slipping between surfaces, indicating that it is directed opposite to the snowboard's velocity.
  • A suggestion is made to simplify the calculation for a game by multiplying the velocity by a constant less than one, with a condition to set friction to zero at very low velocities.
  • Concerns are raised about the correct application of the friction formula, emphasizing that the maximum friction force is represented by µ*Fn, and clarifying the distinction between kinetic and static friction.
  • Further clarification is provided regarding the relationship between normal force and friction, noting that the magnitude of the normal force is influenced by other forces in the scenario rather than being determined by the frictional force itself.

Areas of Agreement / Disagreement

Participants express differing views on the direction of friction and its calculation, with no consensus reached on the best approach or understanding of the underlying physics.

Contextual Notes

There are unresolved aspects regarding the assumptions made about the forces acting on the snowboarder and the conditions under which different friction models apply. The discussion highlights the complexity of modeling friction accurately in a gaming context.

Mash
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Hey,

Im making a snowboarding game. I'm using Coulomb's equation for friction:

Ff = coef_of_fric * normal force

This gives me the size of the frictional force. But how is the direction calculated? Is it the opposite of the direction of the velocity of the snowboarder? Or is it the opposite direction of the force applied on the snowboarder, gravity in this case. I thought the latter would have been the correct answer. However, when a snowboarder is moving along a flat surface, the force due to gravity is canceled out by the normal. Though the snowboarder is still moving, so there is still some friction. I think I might be missing a force, or vector or something somewhere...

Can someone help me please?f
 
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Friction opposes slipping between surfaces, in this case between the board and the snow. It will be directed opposite to the snowboard's velocity.
 
Well the easy way(since its a game) would to multiply the velocity by a constant less than one.And when the velocity is really small just make it 0.
 
Well, that would certainly be easier than modeling it correctly.
 
Ff = µ*Fn

Be carefull when using that formula. µ*Fn is the maximum friction force, so a better formula is

Ff <= µ*Fn

where µ is coeff'o'friction and Fn is normal force. The magnitude of Fn is so that the resulting force is zero, i.e. constant velocity.
 
Nesk said:
Ff = µ*Fn

Be carefull when using that formula. µ*Fn is the maximum friction force, so a better formula is

Ff <= µ*Fn

where µ is coeff'o'friction and Fn is normal force. The magnitude of Fn is so that the resulting force is zero, i.e. constant velocity.

The first is appropriate for kinetic or "sliding" friction. The µ here is the coefficient of kinetic-friction µk. The net force on the object need not be zero in this case.

The second is appropriate for static friction, where it is Ff (not Fn) that is the frictional force that is needed to yield a zero net force, up to that maximum of µ*Fn. The µ here is the coefficient of static-friction µs.

The magnitude of Fn is generally not determined by Ff... but by other forces in the problem. (Fn and Ff are perpendicular components ("the legs") of the total reaction force R.)
 

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