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I love this post, just my kind of litterature.

I'd love to see a screenshot of the cylinder collider mess, if it's still accessible, kinda like topology gore but in volume instead.

I've never liked the wheel collider component, even if I only tampered with it on a surface level. It's just the kind of thing that makes it "so much simpler" by being bloated with features and introduces so many undocumented problems and uneditable source.

Wait there's a hemisphere raycast? Or do you have a method that sends an array of them? Or maybe it's 3 raycasts and you interpolate the height with a circular ramp?

"Oh but what if your car rolls on rigid bodies, if it doesn't apply force it won't be realistic and-" Ok but what if the game doesn't have or need either? Sorry, more Wheel Collider rant lol. It's one of those systems that just feels like it's taking the decisions instead of the actual dev. It was a reoccurring sentiment I had working with many builtin systems of Unreal Engine.

(3 edits)

Here’s what it looked like -

I already removed it and don’t want to revert back to an old commit, but the collider arrangement on the car looked like this. In the front, there was the sideways high bumper to compensate for the failing suspension, then two tubes on either side, and then a shorter one in the middle for the roofline. It made the car very willing to jump the track walls and completely screw up a run.

My wheels send raycasts down, by the suspension travel distance, in the shape of the tires. Then the nearest hit, if there is one, is taken as the ground contact point. The advantage to this is that you can also get the ground normal if the car is on a slight slope.

Also yes, the default wheel colliders are so annoying. I guess that’s the case for a lot of built-in systems. They’re good for tech demos and prototyping but eventually you’re going to want to build your own. I don’t know how I would have done the hydroplane mechanics without making my own wheels.

I actually explored some other alternatives when I was developing a prototype for this game back in like 2022. They all sucked.