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Latest Vehicles Activity
@SFSpoto I wrote this link in my first post, hope it's useful: http://web.archive.org/web/20080410171619/http://www.teknikus.dk/tj/gdc2001.htm
In this article, 3D Environment Artist Aditya Rajani goes in-depth in how he created a Ferrari Formula 1 car in 3D using Maya and Quixel. He shared insights on how to avoid some common mistakes while modeling and texturing and achieve realistic results.
BackgroundAditya Rajani is a widel…
On 8/12/2019 at 12:55 PM, bmarci said:t_locking0 = (t_preload + abs(bias_ratio - curr_ratio) * (t0 - t1)) * 0.5
So it will behave like a spring until feedback torque from both side equal each other?
torqueOut = torqueEngine +- t_locking0?
What is the starting po…
10 hours ago, miqvp22 said:How do you know each particle orientation? How it should be the integration step to do so?
I did this like with usual rigid bodies, so each body stores orientation together with position. Angular velocity (or angular verlet displacement) needs…
On 6/29/2019 at 4:43 AM, Acosix said:So basically you're making a track racing championship car game with tuning(Like Automotodróm Slovakia Ring in FIA GT championship)?
Thanks for joining the discussion.
I'm making a track and off-road driving game with tuning, not…
Great, keep the good work!
I measure the current power output of the engine and use this to calculate a "target pressure" value. A "current pressure" value then moves towards that target pressure over time (creating the delay), but is capped at a maximum. When pressure leaves the system, I store that in a "blowoff" variab…
On 4/3/2019 at 11:37 AM, Gnollrunner said:I imagine the rest of the physics involved in a car will far outweigh these effects
Yes, my guts tell me you might be right.
Again, thanks for the flight reference. One day I wanna make an airplane simulator too, I'll try to…
The idea is that this "bochos" (more car pardoys in the future) come and hit you, you can loose passengers so you earn less money. From time to time, the bus arrives to the bus stop to refill with passengers. Basically thats it.
I think it looks cute on that screenshot.
The gam…
PRICE DROP
The game has had a price drop recently, making it even more attractive to get in a tank and blast virtual baddies.
So read what the reviews have to say and give it a go!
BONUS NEW UNIT
This update includes a new unit: the missile tank.
I'll dissent and say that this can be perfectly legal, but is still extremely risky. Unauthorized use of trademarks can still be legal and non-infringing.
Using the trademarks (Ford badge, Mustang GT name) is fine for descriptive purposes as long as you don't imply endorsement of Ford, are a…
19 hours ago, Edy said:Well, that's exactly how it works in my model. But as said, the final implementation depends on each specific model design.
Thanks for the big help.
My model is different as I said from above (I brought in the model in the Wikipedia page direc…
Hello fellow GameDevs, I'm developing a simcady-style vehicle physics model. Till now I've developed the Engine and the Clutch Model (Thanks to Clutch Modelling topic from here). Till now I had been using Unity WheelColliders, but now I'l have to use…
Hello guys,
My name is Quinn and I'm new to the forums here.
I've made my first game for android, google play and I would love to get some HONEST feedback! ?
Spooky Driver is a car racing game and it's the intention to pass as many cars as you can without crashing.
Here is the lin…
Yeah this is one level, it’s both cars and bots this is just a render from the bot forms fighting above one of the worlds.
I think we're done here.
A global update for the "Character Interaction" package has been released.
For more information click here. https://www.unrealengine.com/marketplace/character-interaction
How do I go about adjusting the tendency for a car to spinout in Unity? The standard assets car physics have drifting but no spinout. I read that spinout is caused by the rear tyres losing traction but I think rear traction is dynamic, not static. Does it depend on lateral velocity of the rear w…
This whitepaper was originally posted on the Unreal Engine Blog bySebastien Miglio at https://unrealengine.com/en-US/blog/create-photoreal-car-windows-in-unreal-engine. The original whitepaper by Min Jie Wu and edited by Robb Surridge is available for download at here. Republished with permission…
On 4/30/2018 at 6:04 AM, hyyou said:Do you happen to know any Physic Engine that is not bad in such situation?
Newton has a very accurate vehicle simulation that works at 60 Hz, see the demo sandbox: https://github.com/MADEAPPS/newton-dynamics/releases
Initially i u…
Wow this looks great, nice work. Love the graphics.
Never doen anything like this, but perhaps add an explicit state that you're in (eg a boolean 'locked'), and add some hysteresis such that, when you switch state, the switch back to the previous state will not trigger easily?
On 2/5/2018 at 9:58 PM, CombatWombat said:Yes, but only for one frame. The next frame it might be -500. It might do +500, +500, -500, as it oscillates around the target set point. It should average out very close to 400Nm over enough frames.
OK, so with non-locking …
Destroy endless poured zombies and survive!
Road kill Action game that kills zombies in your favorite car.
Hey Captain`s
Time for another update, we have been a bit busy in all ends this few weeks, with planning of how the character customization will work and look, as well as blocking out and starting to shape out Nantucket Island.
Progress has also been very good regar…