Hi... everyone welcome to the moment of truth about NDD Vehicle Fysix.
This post is like a workshop or a devlog of my vehicle physics that I've been working on, for a long of time. When I start learning game development I had a desire to make
a car drives and feels good like I've seen in other games. So I started learning 3D Rad Engine, its scripting language and mostly its Pcar node, I tried setting up this Pcar node
and scripting it to do things like drift but without success. Then switched to Unity in 2016 and learned a lot from C# programming to coding inside Unity, I made my first drivable car sometime ago around 2019.
Though it had some problems I loved it, then switched to Godot android editor in March of 2022 after my solar system got damaged by the rains. I had to learn Godot, a free and open-source game development platform,
and I had to adupt to its scripting language, GDScript, to transfare my knowledge to it and to continue working on project.
So I've be developing this vehicle physics for sometime in Godot and yet no demo, though I've been posting pictures and videos about it on Telegram @: https://t.me/godotengineenglish
But that doesn't justify how it feels compared to when you're driving it, so i've decided make a dev build.
Features List:
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• Engine with adjustable torque curve, inertia, friction, rev limiter, turbocharger.
• Clutch is automatic, with adjustable capacity, stiffness, damping.
• Transmission can be Automatic Manual or Manual. Gear ratios with adjustable shifting behavior make it suitable for any type of vehicle, Shift duration.
• Differentials – OPEN, MECHANICAL LOCKING, LOCKED, LSD, VISCOUS COUPLER. Any number and configuration of differentials is possible, be it FWD, RWD, AWD, 6x6, 8x8, etc.
• Traction Control Systems:
• • Anti-Slip Regulation = it applies brakes on slipping wheel.
• • Throttle-Input Regulation = it reduces throttle input if wheels are slipping.
• Tyre friction is custom with adjustable peak grip, peak slip, slip factor to achieve different behaviour.
• Tyre heating is custom and also with lot of params to adjust.
• Tyre wearing is W.I.P...
• Ground detection is handled by RayCast(intersect_ray) or CylinderCast(motion_cast).
• Suspension with adjustable ride distance, spring distance, spring stiffness, bump damping, rebound damping, bump stop spring distance, bump stop spring stiffness, bump stop bump damping, bump stop rebound damping.
• Adjustable camber angle, toe angle, caster angle, wish bone arm length, wish bone vertical position, wish bone camber factor and per axle anti-roll stiffness.
• Ackermann Steering geometry with adjustable axle separation, track with, steering angle.
• Simulated aerodynamic drag and downforce.
• InAir control and stabilisation.
• Brake and Handbrake with adjustable strength.
Sound and Effects.
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• Engine sfx, turbo blow off sfx, turbo whistle sfx, turbo pop off sfx, skid sfx, transmission whine sfx.
• Procedural skidmark mesh fx.
• Exhaust backfire flames pfx
NOTE.
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• This is not a realistic simulation, though it has some realism in it. It is somewhere between realistic and arcade.
I'll be posting future updates here.
Thanks for taking a look...
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