I'm looking for help on a 3D racing car game that I'm doing for my final year project. I'm sticking to 2D physics by ignoring the y-component for now. Given I have the vehicles centre of mass/gravity, velocity, angular_velocity, acceleration, angualar_acceleration abd the intersection point I want to know how to present realistic collision detection.
I have studied the chris hecker articles http://www.d6.com/users/checker/
but cannot figure out how you determine the collision normal. Also I am not familiar with C++ and so cannot seem to applay the 2Dsample code included to my vehicles. I'm using DirectX and C with OBBs for collision detection while the physics is pulled from the Car Physics for games website http://home.planet.nl/~monstrous/tutcar.html
I would really appreciate help in this area. I have been working on it for weeks but physics is not my forte and my project deadline is fast approaching.... 75 points and my sincere gratitude are up for grabs - thanks!!!