# Calculating the best approach speed to take a corner based on rotation speed [duplicate]

I am learning programming for computer games and it seems i am struggling to work out an equation for a steering behaviour.

I have a vehicle that navigates around objects. Some times it has to take a really sharp turn and so has to slow down before it approaches this turn to take it without over/under steering. It may even need to stop completely whilst its rotating (like a tank would).

I am wondering how you can calculate the best approach speed to take a given corner/angle.

I have 3 properties for the vehicle, a max speed, an acceleration (same for increasing and decreasing the speed) and a rotation speed.

Is there any general equation that can help with this that i can then try to translate into code.

• My question had nothing to do with banked curves... nor does that link really talk /show how to find the correct velocity to slow to depending on sharpness of the turn in any mathematical way. – WDUK Feb 11 '18 at 6:39
• The link does provide a formula linking speed and radius of turn. If that is not what you want then I do not understand what you are asking for. Are you trying to avoid skidding if friction is insufficient? If so you need to provide a coefficient of friction. If not, how do you decide what is the best approach speed? – sammy gerbil Feb 11 '18 at 20:13
• Might Game Development be better suited for this question? – Kyle Kanos Feb 12 '18 at 11:20

$v = r\omega$
where in this case v equals the maximum permissible linear speed, $r$ is curve radius, $\omega$ is the maximum angular speed or rotational speed in radians/second of the vehicle in this case.