Ok, the main difference between "applyCentralForce" and "applyContineousForce" is that the former applies it only once, and the later applies the force all the time (that's why it goes till infinity). Try to move it with the first and a greater force, or the second and stop when you have moved it enought.
I looked inside the code and I didn't saw anything weird, but I didn't do it, so you should actually wait 'till someone who knows better comes and says what's happenning.
You probably try to set this value once when you press a key or smt. In that case its really better to use continuousForce and enable/disable it on mousedown/mouseup.
The applyForce methods are more for continuous checks because in fact they are reset each frame but bullet uses an internal framerate of 60fps. So only when the frame where you hit the button is the frame where the physics "really" get updated it will be applied.
Otherwise, theres applyImpulse(force, relativeLocation) if you really just want to apply an impulse to the node, it will be executed the next physics update no matter when you set it.
So i reckon forces are applied as impulses, does that make sense? so you would apply an impulse force slightly to the left, right, ahead, or behind you to help direct the board? What about rotations then, how are they handled - do they occur in the physics world?
Lets say i wanted to swing the board to the left slightly, do you apply a physics force to do this?
Rotation in physics is called torque. And no, impulses would not be a proper way to simulate a snowboard, thats like shooting a gun out of the window to steer the car.
If you want to really "control" your snowboard you will have to check the current forces with getLinearVelocity and getAngularVelocity and give correct counter forces on your snowboard each tick. So if your torque around the x-axis is too high, you apply a counter-force. In this case using addForce() will work since you do it every tick.
If you want to really "control" your snowboard you will have to check the current forces with getLinearVelocity and getAngularVelocity and give correct counter forces on your snowboard each tick. So if your torque around the x-axis is too high, you apply a counter-force. In this case using addForce() will work since you do it every tick.
Itd be real nice if there was an example of this. What is the difference between linear velocity and angular? This is not a simple set of instructions in all honesty without an example.