eXtreme vroom vroom prototype
A downloadable game for Windows and Linux
trying to make something more casual and more fun this time.
the car has a more arcadey handling, behaving like a hovercraft. accelerating increases steering to give a rear-wheel-drive feel. the suspension is stiff for stability, but the chassi uses a spring damper system to wobble on top of a rigid body. basic gearbox is implemented with automatic shifting only. this does not affect gameplay, and only exists for the engine sounds.
physics and handling -
the car yaws with input directly, this prevents the `snapping` to the opposite side when drifting sideways and counter steering. it also allows the car to keep rotating with input in situations where it would need handbrake or lots of wheelspin. there are technically 2 wheels. they are used to prevent excessive rotation at low speeds . this is achieved by only allowing the rear wheel to reduce rotation from the input, never cause it.
godot`s bad collision workaround - to improve collisions i`m using godot`s separation ray. this prevents the other collision shapes from touching the ground. previously i was trying to handle this myself with strong dampers, but it seems that if you tick the checkbox for the separation-ray shape this collider behaves correctly. additionally, to make contact with the ground as smooth as possible, the rigid body is given 0 friction, only increasing friction if it goes upside down, allowing it to roll.
why all these workarounds?
not exactly sure why collisions with terrain are so buggy sometimes, but i believe that the shapes are colliding with the edges of ground triangles and therefore have incorrect normals. since a separation ray cant interact with the edges it seems like a decent workaround.
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