#Racing & Drifting Physics

1 messages · Page 1 of 1 (latest)

keen wasp
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So over the last couple days I've been working on rewriting my vehicle physics engine, again. And this time with a focus on racing. The system uses the (admittedly still beta) input detection system from the script API, which allows me to better detect player inputs for more precise vehicle control.

I've also added drifting support for taking corners sharper than what would've otherwise been possible.

Check out this short demo video if you'd like to see it in action.

https://youtube.com/shorts/Wb5Pm83d_iw?si=uesf0LvPU2_PZVko

This video showcases the all new vehicle physics engine, and how it can be used to create fun gokarts for race tracks!

This is all just a tech demo at the moment. I am unsure if or when it will be released. Stay tuned & subscribe!

â–¶ Play video
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High-key forgot to tag this post

pulsar moon
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mario kart 9 gameplay leaked

floral sand
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Hm, I wonder if you could lock the camera and have mouse be responsible only for steering

keen wasp
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If you can lock the camera to an entity to follow it smoothly (rather than using scripts to change the camera position and interpolating it) then yes, you definitely can do that and maybe I should look into it

floral sand
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If only we had molang driven client side camera preset 😔

keen wasp
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Ahhh I wish

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So many things I wish for

thin estuary
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it was going great until it had to go downhill 😭

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i was expecting it to just zoom off the hill

keen wasp
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Yeahhh I'm thinking of adding some extra force when you go down slopes to help it feel fast

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Because yes you're right, it slows down drastically hahaha

radiant trellis
blazing pasture
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Cooking 🔥

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Do you plan on playing around with the camera as well?

tame halo
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Can you add a banana that spins the car out

jagged sigil
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Tiny car

spiral echo
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Very nice work.

sharp vapor
thin estuary
sharp vapor
mint vector
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I love the countersteering animation when drifting 🙂
I made something similar last year but this drift system feel way more realistic

delicate remnant
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Is the kart being controlled like any other rideable entity or is it being handled slightly differently?

keen wasp
keen wasp
keen wasp
keen wasp
delicate remnant
keen wasp
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Yep, it definitely would be!

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I wanted smoother turning than buttons would allow though, that's why I opted for camera-based. But I may have a toggle for players to switch between wasd & ws+camera

vague swift
keen wasp
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True, but latency can be ping based so in multiplayer "server-side" are a no go

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But that's actually a great suggestion for single player projects

vague swift
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yeah, for sure, but it's better than nothing

keen wasp
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offset it based on ping

vague swift
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also, if you're playing this on high ping, you're already screwed with the control system

keen wasp
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haha shhhh

vague swift
keen wasp
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Yeahhh

vague swift
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give client scripts

keen wasp
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Yes pls

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I want client side kart motion

vague swift
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that's my #1 feature request

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followed by more molang support

keen wasp
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We're slowly getting more molang support

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🥰

vague swift
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slowly but some things will never come 😔

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the removal of get_nearby_entities plagues me, my dream of client-side physics through molang is mostly dead because of it

keen wasp
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but it was kinda insane for client-side entity tracking

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Like a hacked client lol

vague swift
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that one player tracers showcase

keen wasp
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Oh yeah lol

round pasture
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@keen wasp Did you use player.json? or any kind of modification to the player?

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or some kind of fake player?

keen wasp
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No modification to the player, yes it's a fake player. Well done for being the first to pickup on it haha

round pasture
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but.... I found a way to not need that