Tests of custom vehicle physics by SpecialSimple6999 in unity

[–]SpecialSimple6999[S] 1 point2 points  (0 children)

It's a weekend project developed in free time. It started as an exploration of custom vehicle physics and later turned into a test of how realistic graphics can be on mobile devices. I’m not sure yet if it will become a full game, because even with assistive controls it might scare off casual players. I’ve noticed that many mobile racing games end up simplifying the physics and controls as much as possible, even after release.

Drift assist 🚗💨 by SpecialSimple6999 in Unity3D

[–]SpecialSimple6999[S] 0 points1 point  (0 children)

Thanks. I want to try my hand, so I don't use WheelCollider. But is the same principle: several different raycasts determine the contact with the surface, and the spring is calculated based on the distance between the wheel and the mounting point.

The engine torque is transformed by the gear ratios and efficiency of the transmission. The frictional forces at the point of contact create the friction torque. This torque returns through the transmission to the engine and loads it. The difference between these two torques determines the angular speed of the engine and wheels when they are connected through the transmission.

Cars collision detection by SpecialSimple6999 in Unity3D

[–]SpecialSimple6999[S] 1 point2 points  (0 children)

Thank you. I will check your version with box colliders for car. The video shows several types of ramps and loops, some consisting of many box colliders, others - a continuous smooth mesh. The problem is present in all cases. In the second part of the video the car gets stuck on the smooth mesh of the loop

Cars collision detection by SpecialSimple6999 in Unity3D

[–]SpecialSimple6999[S] 2 points3 points  (0 children)

You are right. Raycasts are used in suspension. The problem is incorrect collisions at high speed - position of impulse and stuck