Haulin Azz drag racing wip, vehicle physics test

I’m in the process of converting over my game from another engine to Unity. To my surprise I was able to convert over my vehicle physics in about 3 weeks (I originally put almost 6 months in the vehicle physics with the old engine, glad I was able to reuse alot of the theory).

This is a different style of vehicle physics than your typical racing game. I try to keep the vehicle where they can pop wheelies, but not corner very well like typical drag racing cars. I still have more work to do and get my own wheels on the car.

Here is the web player. The AA looks bad in the browser version, not sure what I need to do to fix that yet :face_with_spiral_eyes:

http://www.caliwampus.com/Test61/Test61.html

That’s pretty cool! Damn hard to maintain control though. :stuck_out_tongue:

to an extent, thats on purpose. Being a drag racing game where you only drive in a straight line, it would be pretty boring to just drive. In the final game, I will have the suspension adjustable to where if its not tuned exactly right in the vehicle settings, the car could loose traction or pull left or right at any given time if you put too much throttle to it

Good Work. Really Fun To play, and I Like how the car controls, I know its not part of the game, but drifting is soooo much fun… I would consider also offering track maps.

Ok i love this mate! played it like 12 times over, the control being hard isnt the main problem though, there actully the best bit, but here are a few things you could tweak to get it running that much better.

First always bear in mind this key concept of gaming controls its a gospel of gaming - “Easy to play, Difficult to master”
At the moment this game is just difficult to master, though fun as hell once you do man, love how soon as your wheels hit the deck if there just a tad turned you slide like mad, the steering is pretty sweet man.

First thing your gonna need to do to get it easy to play is add much more weight to the car, at low speeds, even with mean torque a wheelies shouldn’t be that easy to pull off, in game anyway. This added front weight will keep the front wheels on the ground at low speeds allowing you to line up better for the long haul. As you accelerate this weight should shift to the back and a wheelies will be physically, easier, the added factor of wind would also cause the wheelies to be much more violent at high speeds, and less at low speeds. In game this translates to:
a wheelie begin acceleration limit = no wheelie under //10mps vehicles speed >30mph
a quick start/perfect go = acceleration boast// + 20mps x time.delta.Time //easy to start wheelies
Increased vehicular mass = adjust its mass or add more gravity
Add a space bar reset = for when you roll and stuff, makes testing easier
Some walls in the start would be nice just to help guide you at the beginning/something to crash into
Add the car hood in, i know these guys need to see but that’s half the fun gone in a game, just move the camera up with the angle of the car so as the steeper the wheelie the higher the camera is. that will give you smooth visuals with good game play.
Add first person camera, put a hole in the floor for wheelies, pretty sure that’s what they actually do in real life, or have no car hud just the camera, and do the same as the 3rdperson camera and have it go up and down with the cars current angle, would allow you to gauge your wheelie based on your height.
High Speed Wheelie/Acceleration Limit = (Acceleration*Angle/carweight = WheelieLimit) if (Speed/Angle > WheelieLimit key(“W”)isDown )= MakeAirborn ++ transform.Translate.CarVerticalPosition * time.deltaTime)) else return;
That will give you a variable to control in game, Car weight, you can use a slider so you can tune your cars weight manually to get the best wheelie to speed ratio, it will also make for some daring high speed stuff, flip crashes and other crazy madness.

Do that stuff and i think this physics engine test would really rock

For fun stick a nice big wall at the end, maybe even something that has rigid bodies attached to it to see some high speed crashes while testing.
Have the initial camera spin faster so you can get a good look of your car every 3 seconds or so would be nice.

Again man this is a pretty sweet game, looks good so far, and the driving is fun and slightly insane, tweak those things and i think youl have something really nice here to make your game with. Good luck mate.

None of the scripting here is by any means accurate mate, sorry its not my fortay, but figured it would make more sense to you this way.

Yeah, what he said… haha sorry.

… great game, nice model, fix the normals so we cant see through it when its flipped. Really fun physics.