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Yes, I started following Bastiaan Olij’s Godot Vehicle Tutorial (https://www.youtube.com/watch?v=B5vE-nNszxA) but couldn’t configure the VehicleBody node like I wanted so I ended up only using the tutorial to make the track and to learn how to place objects alongside a path. Then I tried this other tutorial for the car physics (https://kidscancode.org/godot_recipes/3.x/3d/3d_sphere_car/index.html) but that also didn’t feel like a F1 racing car. I tried to tweak some variables but none of that worked so I ended up rewriting that entirely. Fortunately I found this other tutorial that explained how to model the motion of a car by using a bycicle: http://engineeringdotnet.blogspot.com/2010/04/simple-2d-car-physics-in-games.html. That worked much better so that’s what I ended up using. For the collision detection I decided to use custom code, that’s why the collision detection is so buggy. I could probably have finished sooner and with a better result if I used godot physics but well… live and learn. For the leaderboards I reused some code I made a while ago for other games. And for the art and music I used a lot of third-party assets as I’m not very good at that stuff. Anyway, let me know when you publish your racing game. I would like to try it. Good luck!

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Thank you very much, glad to see that I can always get help from the community! Also which version of Godot did you use?

I’m still on 3.5.2