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Brunni

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About Brunni

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  1. Brunni

    Arcade car physics

    Really nice! looks like you have very heavy cars and you implemented the gizmos and all! Btw what does your collider look like? Is it a capsule, two spheres, a box, or something custom? (compound)
  2. Brunni

    Arcade car physics

    Thanks! I just went ahead and did it right away It's really just a start and I'll take care of it, including much more laid-back explanations about the algorithmic contents
  3. I always liked playing both Mario Kart (the most was on DS) and Crash Team Racing. There's just something fascinating with the mechanics of the game. I could play it endlessly, despite a small number of different circuits. Actually I like racers in general. Two years ago I made a racer looking like Outrun, which is another type of game which I loved as a child (at a time where games didn't yet have a defined standard, so it was OK to just play to hit the road and explore environments, without princess to save, big boss or other deadly stake). Link: https://itunes.apple.com/us/app/highway-runners/id964932741?mt=8 But still, back to Crash Team Racing, I always wanted to make my own clone for fun, and I gave up due to lacking physics knowledge (and free time). This remained a dream though, and this time I committed to it harder, and learned, fiddled with every concept until I grasped it. It started with an inspiring video about Space Dust Racing. I think that's the one mentioned everywhere when it comes to developing an arcade racer. I think I kinda knew that it was lacking a lot of concepts that I'd eventually have to fiddle with, but many people were saying that the theory was alright, so I started. I also created a topic, which I'll now turn to a blog: Anyway as with many things the very hard part was the beginning. It's amazing when I think about how at first I was unsure about everything. About how I had to swallow my ego and realize that I wasn't able to implement a simple spring correctly, or to understand the true implications. Well I can say that I still don't truly understand everything, but it's enough to get what my car does and make it do what I want so so this blog may just start with a common and sweet "Believe in yourself" claim I hope to develop it into a fully playable game (homebrew quality though), focusing on the mechanics, and detail here some specific algorithmic areas. I'm not sure yet of the final form, maybe I'll want to get as close to the CTR as possible. Maybe I'll go for something else and think about special challenges that I could bring to the table. Here's how it looks for now Not playable demo yet, but feel free to leave your impressions, suggestions, and anything that you'd like to see in such a project CarGame-v2.mp4
  4. Brunni

    Arcade car physics

    Thanks a lot for your encouragement @Septopus I'll do as you said then, just need some time to prepare it In the meantime, I managed to get the sideways force implemented properly (got back to dot product and its amazing uses), fixed the suspensions which always cause issues, added friction (separated from the sideways force: it seems like you could go with one that does both, but if you really want the amazing drift mechanics like Crash Team Racing, you'll have to implement it properly. Thanks to that I could also lower the friction to a realistic minimum, and at the same time the force of the engine, so that the slopes provide a realistic slow down), made a more realistic downforce which allows to take loops reliably, put back the vehicle on its feet, computed the vehicle speed (in the flat surface plane, that is not counting the gravity component), added a dropout condition when taking sharp bumps and a few small things. Now I'll have to actually modelize a track. Then add a way to know if you're going forward, if you achieve laps as expected, and handle collisions with other players. That's probably when I'll start to model my car not as a soap box but with spheres or similar
  5. Brunni

    Arcade car physics

    A little demo of what I have so far It's all coming up so nicely. I feel like a student again haha, trying many things until I just get it right (and leave no room for something fishy or not figured out). I'm not completely blocked for now. I'll add the downforce (starting with a simple force parallel to the normal to the ground surface below the car, multiplied by the velocity of the car in its local coordinate system), then friction (so that I can push the engine much further, as it's currently almost free-wheel, and it can fight gravity better, allowing for fun, arcade slopes) and change the shape of the car collider obviously (sphere?). Will keep you posted thinking about starting a project topic btw, if you have something for that? CarGame-v1.mp4 Yup exactly! Thinking about doing exactly that. Like him I have a target suspension compression of 0.75 (well in my system it means the opposite of him, where 1 is fully extended and 0 compressed), so I'm thinking about increasing the damping a lot when we reach 0.25, this way the car body will never actually hit the ground. This is one of the things that are so easy to do when you do it your own way: I believe Crash Team Racing didn't even check for collisions on the bottom of the body, only simple sideways checks, and then restituting the same equivalent force to both bodies so that they split quickly, and for walls it's likely the same as they do in most FPS (one thing that I haven't grasped at all yet).
  6. Brunni

    Arcade car physics

    Thanks for the comments Sorry for the lack of reply, I'm actually working towards it, learning every bit one after the other. So far I've spent the last few days on the springs. I thought I had got it alright, but there's a problem with slopes where the simulation sometimes blows, and it doesn't even support stiff suspensions (k > 150) without oscillating badly, so I'm back at it In the meantime I've got the acceleration and braking working the way he describes in his video. It feels awesome, because no standard car simulation gets anywhere close to that
  7. Brunni

    Arcade car physics

    Hmm sorry for double-checking, but that "only way" means that having just a force that pushes the vehicle back upwards depending on the current compression ratio (== distance from the bottom of the vehicle to the ground) is enough? The standard unity assets use damping, among tons of things. But I don't truly understand this concept, only the formula.
  8. Brunni

    Arcade car physics

    Thank you for your kind comment Septopus Glad to see someone tried that too Yes that's what I'm intending to do, I like the self-taught process here. I have one specific question for now, it's "does it make any sense to implement a spring (suspension) the way he mentions? That is, only with a force proportional to the compression ratio of the suspension.". I've been toying a few days without it and the result is nowhere near satisfying. So I'm just wondering if that could even lead anywhere.
  9. Brunni

    Arcade car physics

    I would like to make a kind of Mario Kart (a little different though, but the base would be great) and therefore I'm trying to acquire the background required to implement that in Unity. I've seen this video mentioned in many places and it's indeed very interesting, so I went on and tried to implement it myself. First, with the car suspensions. The guy doesn't mention the damper (a notion that I haven't quite grasped yet btw), he just talks about applying a force relative to the suspension compression. Is there any way it could work this way, or has he just forgot to mention it? By implementing it without damping my car will "wobble" when on the ground, but then I don't know what constants I should use for the spring. Cheers
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