What is the different between Torque Z and Angular Velocity Z

What is the different between Torque Z and Angular Velocity Z
That both cause the object to spin…and then stop, EXACTLY the same result…
So…
Huh ?

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Angular velocity does not consider the mass,

Where as torque will effect a lighter object more than a heavy one

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Thanks…but omg…too much drama, ha ha ha, I wish they have just one option…

Is there also an equivalent of this “double option even though you could have just dealt with one” headache for direction as well ?

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The thing is that a little push should effect a car differently than person,

Aceleration = Force/mass

Setting angular velocity is good for some things, but is unrealistic compared to apply impulse or apply force or apply torque

Some people simulate robots in bullet / upbge (including me!)

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Is my summerization correct ?
Torque & Angular Velocity does the SAME THING, except Torque will be affected by object’s mass but Angular Velocity will be the same for any objects.

Force & Linear Velocity does the SAME THING, except Force will be affected by object’s mass but Linear Velocity will be the same for any objects.

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then the answer is NO. they are NOT the same thing. if you arent interested in learning then dont ask.

imagine a toy drone. setting the linear/angular velocity would be like picking up the toy with your hand and moving it around directly. using forces/torque would be more like flying the drone by the propellers. not a perfect example i know, but it might help.

there is an issue with logic bricks, setting the linear/angular velocity to 0,0,0 doesnt make the object stand-still like it should, but instead ceases application. this would be the same outcome of stopping/zeroing the force/torque. it will gradually slow and fall, assuming theres damping and gravity. but if you pay attention, force/torque will have an acceleration behavior because momentum takes time to build and energy to transfer.

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setting linV to 0,0,0 still causes you to fall

you have to apply (0,0, mass*9.8) to sit still for a dynamic object :smiley:

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