Snowboarding Physics: Turning & Center of Mass

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SUMMARY

This discussion focuses on implementing realistic physics in a snowboarding game, specifically addressing the mechanics of turning. The snowboarder is modeled as a particle, simplifying the physics by avoiding torque and angular momentum. Turning is achieved by shifting the center of mass to one edge of the snowboard, which increases friction and enables the snowboarder to change direction. A recommended resource for further understanding is the book "Physics for Game Developers" by O'Reilly, which provides a clear treatment of dynamics.

PREREQUISITES
  • Understanding of basic physics concepts, particularly dynamics.
  • Familiarity with particle modeling in game development.
  • Knowledge of friction and its role in motion.
  • Experience with game physics engines or frameworks.
NEXT STEPS
  • Study the principles of friction in physics and its application in game mechanics.
  • Explore particle dynamics in game development for more accurate simulations.
  • Read "Physics for Game Developers" by O'Reilly for in-depth knowledge on game physics.
  • Research techniques for implementing turning mechanics in 3D environments.
USEFUL FOR

Game developers, physics enthusiasts, and anyone interested in creating realistic simulations in snowboarding or similar sports games.

Mash
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Hey there,

I am trying to make a snowboarding game and want relatively realistic physics involved.

I have implemented gravity and now the snowboarder slides down the hill with appropriate acceleration.

My next step is to implement turning. I will treat the snowboarder as if he is a particle so I don't have to deal with torque or angular momentum.

Could anybody explain how the snowboarder changes direction as is center of mass shifts to the edge of the board?

Thanx
 
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If you want to turn you have to model friction.
The snowboarder turns by leaning to put more weight on one edge which digs into the snow, icnreases friction and slows down - putting a toque (turning force) on the board.
O'Reilly has a good book "physics for game developers" which incidentaly is also a very clear textbook treatment of dynamics.
 

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