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Accurately Simulating a Rope

Topics: User Forum
Feb 25, 2008 at 9:07 PM
For our game project in XNA we're attempting to use Farseer Physics as the basics for modeling a rope between a static entity and a moveable body. While we've been successful in creating the rope using a collection of LinearSprings connected to one another, the resulting rope functions much more like a bungee cord than something made of hemp. Does anyone here have advice on how to best model a rope in this engine?
Feb 25, 2008 at 9:20 PM
instead of springs use either revolute joints or pin joints they are much more rigid.

Feb 25, 2008 at 11:43 PM
Thanks for the quick response!

We implemented the rope as a collection of pin joints and it seems to work very well. To get decent performance we set the Softness to 0.5 and the bias factor to .05 for the joints. This will still take fine parameter tuning to get everything working perfectly, but this is without doubt a vast improvement over straight Linear Springs.
Feb 25, 2008 at 11:43 PM
Edited Feb 25, 2008 at 11:43 PM
Double post.