Equations of Motion Homework: 4-Wheel Car in Computer Game

Using the forward Euler method, we can calculate the forward kinematics of the car by setting its speed and steering angle. The car travels a distance of s*(delta t) along the arc of a circle with a turning radius of (steering angle)/4. By using these equations, we can derive the updated position and orientation of the car at time t + delta t.
  • #1
sabatier
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Homework Statement


A simple car with 4 wheels for use in a computer game. Front wheels turn only.
Derive the equations of motion for the car.

Car is controlled by setting its speed s, and steering angle phi.
The forward Euler method is used to compute the forward kinematics.

At time t the position vector is x, the orientation is theta.
Given the speed and steering angle, we want to compute
the updated values of x and theta for time t = t + delta t.
The car travels a distance s*(delta t) along the arc of a circle.
The radius of the circle (turning radius) is (steering angle)/4.
(where steering angle is in radians).

Derive the equations for the updated position and orientation
of the car.


Homework Equations





The Attempt at a Solution

 
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  • #2
Let x = [x, y] be the position of the car at time t, and theta be the orientation of the car. The updated position and orientation at time t + delta t can be computed as follows:x(t+delta t) = x(t) + s*[cos(theta)*delta t, sin(theta)*delta t] Theta(t+delta t) = theta(t) + (steering angle/4)*(delta t)
 
  • #3


To derive the equations of motion for the car, we first need to understand the basic principles of kinematics. Kinematics is the study of motion without considering the forces that cause the motion. In this case, we are dealing with a simple car with 4 wheels, where the front wheels are the only ones that turn.

To begin, we can define the position of the car at time t as x(t) and the orientation as theta(t). The car's position and orientation can be updated at time t + delta t by using the forward Euler method, which is a numerical method for approximating solutions to differential equations.

Using the forward Euler method, we can calculate the updated position and orientation of the car by using the following equations:

x(t + delta t) = x(t) + s*(delta t)*cos(theta(t))
theta(t + delta t) = theta(t) + (s*(delta t)/R)

where s is the speed of the car, delta t is the time interval, and R is the turning radius, which is equal to the steering angle divided by 4.

These equations take into account the fact that the car travels a distance of s*(delta t) along the arc of a circle with a radius of R. The steering angle determines the radius of the circle, which in turn affects the car's orientation.

In summary, the equations of motion for the car can be derived using the forward Euler method and taking into account the car's speed and steering angle. These equations can then be used to update the car's position and orientation in a computer game, allowing for realistic and accurate movement of the car.
 

Related to Equations of Motion Homework: 4-Wheel Car in Computer Game

1. What is the purpose of the "Equations of Motion Homework" in the context of a computer game?

The purpose of the "Equations of Motion Homework" is to teach players about the principles of physics and how they apply to the movement of a 4-wheel car in a computer game. This includes understanding concepts such as acceleration, velocity, and friction, and how they affect the car's movement.

2. How is the 4-wheel car's movement in the computer game determined by equations of motion?

The 4-wheel car's movement in the computer game is determined by using equations of motion, specifically the equations of kinematics. These equations, such as the equations for velocity and acceleration, help to calculate the car's position and movement over time based on its initial conditions and any external forces acting on it.

3. Can players manipulate the equations of motion in the computer game to change the car's movement?

Yes, players can manipulate the equations of motion in the computer game by adjusting the car's initial conditions, such as its starting position, velocity, and acceleration, as well as any external forces acting on the car. This allows players to see how different variables affect the car's movement and simulate real-world scenarios.

4. How does understanding equations of motion in the context of a computer game translate to real-world applications?

Understanding equations of motion in the context of a computer game can help players develop critical thinking skills and problem-solving abilities. It also provides a basic understanding of how physical principles, such as gravity and friction, affect the movement of objects. This knowledge can be applied to real-world scenarios, such as designing vehicles and predicting their movement.

5. Are there any limitations or simplifications in the equations of motion used in the computer game?

Yes, there are some limitations and simplifications in the equations of motion used in the computer game. For example, the equations do not take into account air resistance or other external factors that may affect the car's movement in the real world. They also assume a flat surface and do not account for changes in terrain. However, these simplifications allow for a more accessible and user-friendly experience in the game.

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