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Re:A chill driving game with procedurally generate scenic la... by anslo on Sunday October 23, 2022 @08:37AM (#33306471)
Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, progress them independently, and then resolve the chassis position from that. It's not terribly physically accurate but it gets the job done, and is pretty cheap!
Re:A chill driving game with procedurally generate scenic la... by meheleventyone on Sunday October 23, 2022 @08:53AM (#33306578)
Yeah these simple approaches are great and a bit of a lost art. Physics engines give a lot of flexibility and emergent behaviour but add a lot of complication when you want to constrain the madness. I wrote my own simple vehicle for our platform the other day which was a lot of fun:

https://dotbigbang.com/game/b0e8bf8b309b44a3b0abed8f9525e335...