Happy to share! I'm using Unity with it's default physics engine. If you want a good place to start on making something like this that is mostly driven by raycasts (or spherecasts, in my case) and calculating fricting and spring forces, this is an EXCELENT starting point: https://youtu.be/CdPYlj5uZeI
This controller is pretty similar to the one shown in that video, and I use a lot of the tracks and tips shared by the Rocket League team in this GDC talk: https://youtu.be/ueEmiDM94IE
are you using quats for the interpolated-tweening-back-to-upright when a car is in the air? such a use mathematical structure. and is this in an engine or DIY?
There is not righting force, all rotation you see is input manually (I'm using controls similar to rocket league).
It's made in Unity, the body of the car is just a rigidbody with a meshcolliders, and the wheels are all just spherecasts and math
The flips look so much like how playing with toy cars and doing air tricks felt like. Huge air time with incredible torque that makes no logical sense but is still cool as hell.
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But I don't have any idea how to make it π
It's made in Unity, the body of the car is just a rigidbody with a meshcolliders, and the wheels are all just spherecasts and math