Currently, I am experimenting with the creation of a simplistic car utilizing physics in Three.js and Cannon.js. My progress so far includes developing the visual and physics aspects of the car along with its wheels. The car can respond to commands involving the up arrow for acceleration and left/right arrows for steering:
// JavaScript code snippet for setting up the scene, camera, and renderer
var container = document.querySelector('body'),
w = container.clientWidth,
h = container.clientHeight,
scene = new THREE.Scene(),
camera = new THREE.PerspectiveCamera(75, w/h, 0.001, 100),
renderConfig = {antialias: true, alpha: true},
renderer = new THREE.WebGLRenderer(renderConfig);
// More code goes here...
// Other code snippets related to setting up the car's physical properties go here...
I am currently facing a challenge in implementing realistic wheel rotation behavior using Cannon.js. Previously, I tried manually updating the rotation of the wheels in the
world.addEventListener('postStep')
callback, but encountered issues when the car turned, leading to misaligned tires...
If anyone has insights on how to properly configure wheel rotations with Cannon.js, I would greatly appreciate any guidance!