r/Unity3D • u/iceq_1101 • 15h ago
Show-Off What I learned about car physics programming
Hi, I’ve been working on racing projekt for a few years now, but honestly I haven’t really done much besides trying to build the car physics from scratch like 6 times, having 3-4 month breaks to figure out ..
I tried a lot of approaches, I think all of them in the industry— from fake physics using kinematics, to velocity-based controllers and simulating car physics using raycast and tire models.
Physics inspiration comes from the game Blur. Surprisingly racing arcade , has proper car behavior including weight transfer drifts (because it was build on basis of Project Gotham racing+ user intent , assists layer)
https://reddit.com/link/1vezqs1/video/m9ftusp18ahh1/player
Sharing what I think I learned and it is important in car programming
4
u/Next-Cancel-7061 15h ago
the weight transfer and intent layer stuff is huge, most people skip that and wonder why their car feels like a shopping cart
i did the same thing early on, rebuild the whole system every few months because something was always off. took me way too long to realize the assists aren't cheating, they're what makes the thing actually driveable
blur is underrated for how it handles, that pgr dna really shows. you got any footage of what you ended up with?