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Programming Vehicles in Games

9 months ago
  • #simulation
  • #game-development
  • #vehicle-physics
  • The article discusses the fundamental principles of programming vehicles in games, emphasizing the importance of creating the right experience rather than simulating real physics.
  • Games manipulate reality to deliver specific experiences, with racing games offering a wide spectrum from arcade (e.g., Mario Kart) to simulators (e.g., iRacing).
  • The key question for developers is not about simulating real physics but about conveying the desired driving experience.
  • The author shares their journey from faking vehicle physics in AV Racer to understanding real vehicle dynamics for more realistic simulations.
  • A car in a game can be broken down into three main components: the engine (including gearbox), the tires, and the chassis.
  • The engine is a torque calculator that responds to player inputs, with torque varying based on RPM and gear ratios.
  • Tires are critical as they are the only contact point with the road, generating all forces (longitudinal and lateral) through deformation and friction.
  • Slip ratio and slip angle are key concepts for understanding tire behavior during acceleration, braking, and cornering.
  • The chassis is a rigid body that responds to forces from tires and external influences, affecting weight transfer and grip.
  • The article highlights the complexity of simulating combined slip, where longitudinal and lateral forces interact non-linearly.
  • Advanced topics like suspension geometry, aerodynamics, and tire wear are mentioned as areas for further exploration.
  • Recommended readings include 'Race Car Vehicle Dynamics' by Milliken & Milliken and 'Mechanics of Pneumatic Tires' by S.K. Clark.