AV-Racer Devlog (1): Getting a functional car model
9 months ago
- #physics simulation
- #game development
- #car mechanics
- Initial exploration of car physics simulation for a game.
- Transition from a realistic model to an arcade-like car model for better gameplay.
- Implementation of basic car mechanics: acceleration, braking, and friction forces.
- Introduction of a logarithmic scaler for adjusting values on a logarithmic scale.
- Development of a sliding effect to simulate drifting without complex physics.
- Use of substepping to improve simulation accuracy and prevent physics 'blow up'.
- Refinement of angular velocity and sliding mechanics for a more realistic feel.
- Introduction of an accumulator to simulate grip loss during turns.
- Final adjustments to coefficients for balanced and enjoyable gameplay.
- Plans for future articles on track creation and management.