http://www.xoxos.net/vst/vst.html#models
Scroll down to the "virtual machine" plugin. It's closed source but there is a PDF that explains how it works, with a nice signal flow graph. You can also get a very good idea of the underlying algorithm by playing around with the parameters.
Also, since someone else is asking about generating squeaking tire sounds, xoxos also has a "friction" VST that does this. There's no audio demo so I made a quick one that emulates tire squeaking:
http://007ee821dfb24ea1133d-f5304285da51469c5fdbbb05c1bdfa60...
Edit: and while I'm at it, here's another engine sound demo using "virtual machine" (less interesting than the one on his website, but I put a bit of reverb/ambience on it to make it more realistic):
http://007ee821dfb24ea1133d-f5304285da51469c5fdbbb05c1bdfa60...
Segment on engines starts at 26:44.
EDIT: for anyone who can't/won't watch the video, I think it's a bunch of synth and sample layers that shift at different rates as the thrust changes. He only specifically talks about a few synth layers though.
I have a Moog Slim Phatty that does an interesting/glitchy thing if you try to play notes that are too low for it, where at some threshold the oscillators slow way down. If you use pitch bend to ride the edge of that threshold, it sounds like a car engine trying to turn over, catching for a few cycles, stalling, and so on.
As an example: Andy Farnell's "Designing Sound" (https://mitpress.mit.edu/books/designing-sound) describes some physical modeling techniques for engines. (The model is referenced in this paper: http://www.academia.edu/14107512/Physically_informed_car_eng... which tries to improve on the model and also might contain some additional ideas).
I took a listen at the engine sample from Andy's PureData code page (http://aspress.co.uk/sd/practical22.html). The second half (where the engine was revving and accelerating) sounded pretty good to me! It might need some combination with samples, though, the idling portion kind of sounded off...
I've been wanting to make a programmatic car "vroom" noise. As in, you can arbitrarily change the speed/acceleration and there are realistic sounding engine noises. Acceleration, deceleration, constant speed, etc. I've thought of making this by stitching together a bunch of car noises, but all my attempts have ended really badly (partly because most car noises are relatively low quality and partly because they don't stitch together well.)
So how can I make realistic engine noise? I'd appreciate anything that might help (recordings, links, examples of it done, etc.)