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(1 edit) (+1)

The project is starting to look promising :)

I was wondering if you had any plans to open source GDSim, especially since it's distributed on a pay-what-you-want scheme right now (so there wouldn't be much to lose from a monetary standpoint). I've seen many people asking how to implement better vehicle physics in Godot, but figuring out the implementation by yourself is a lot of work. In this way, GDSim could be a helpful learning resource.

(Don't be afraid of your code looking unprofessional, it can always be improved in the future :))

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Note that Wolfe has already shared a lot of info on how to simulate a car with rigidbody instead of vehiclebody.

https://godotforums.org/discussion/25949/simulating-a-car-with-a-rigidbody-no-ve...

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Thank you very much! :)  What I would like to do is develop a template based on GDSim, like Saitodepaula did for TrackMaster. I just haven't been sure of the best way to go about it, given the level of complexity.

I have actually been working up towards messaging Bastiaan Olij about this, since he has a clear interest in this stuff. I'm curious what he would think. However, I can see he's been a busy guy lately, and I wasn't sure it would be appropriate to contact him while I've got a clip submitted for the 2021 showreel.