I'm using Godot too for game stuff! I'd be keen to hear how you got the physics to feel right.
I've been working on more character action-oriented games, (see: https://tallow-wren.itch.io/yourpartysucks) but I have had an idea for a wipeout-like at the back of the brain and I'm keen to see how this goes!
Ya!!! In short, the ship is a rigidbody with rotation frozen (so it doesn't spin out from collisions). There are 4 raycasts in the corners for hovering, and there's a spring for orienting the ship to the ground. I'd be down to go more in depth if ya want
Thanks! We're currently looking at a rebuild to take it from "game jam game" to something releasable. There is a lot of work to do through, and we're looking at a pretty sizeable upgrade.
Just plugging through all the systems stuff now, and it's a bit of a slog.
Hovering just uses more springs :3 I have some more code that just neatly groups up raycast info, and uses barycentric coordinates for smooth normals. Then the rest of the physics from here are pretty straightforward ^^
Here's how the ship orientation is handled. Ground orientation is just a spring that applies a torque to rotate the ship towards the ground normal. Steering is done separately from the ground orientation so it's unaffected by everything else.
Comments
I've been working on more character action-oriented games, (see: https://tallow-wren.itch.io/yourpartysucks) but I have had an idea for a wipeout-like at the back of the brain and I'm keen to see how this goes!
Just plugging through all the systems stuff now, and it's a bit of a slog.
This is starting to look like it handles pretty smoothly!
I am intrigued