VortexGlide & Embel
Yo Embel, ever thought about carving a killer board design in 3D and testing it in VR? We could program the physics to match every ollie and kickflip. You in?
Sounds like a neat challenge. I can picture the mesh math and collision detection, but the physics for each trick has to be exact—no room for sloppy approximations. If we get the math right, the VR feel will be spot on, but I’ll probably spend hours tweaking friction values and edge cases. I’m in if you’re ready to dive into the nitty‑gritty.
Yeah, let’s smash the limits. I’ll lock down the friction curves, fine‑tune the wheel‑terrain interaction, and make sure every rail grind feels real. Bring the heat—time to make this VR ride as brutal as a real set. Ready when you are.
Sounds good. I’ll start on the simulation core and the spline for the board, making sure the forces stay realistic. Just let me know the specs for the terrain and wheel parameters. I’m on it.
Cool, let’s keep it tight. Terrain: 200 cm × 200 cm, 0.02 m roughness, friction coefficient 0.8, slope angles up to 30°, small bumps every 10 cm. Wheels: radius 5 cm, width 4 cm, polyurethane core, friction 0.6, rotational inertia 0.002 kg·m², grip pads 0.9. Use a 60 fps simulation, integrate with RK4, keep the acceleration matrix exact. That’s it—no room for guesswork. Ready when you are.