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Fun Arcade Car Physics (nfs style) #489568
07/25/26 00:35
07/25/26 00:35
Joined: Jul 2008
Posts: 2,117
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,117
Germany
Hi.

Working for a few weekends on a simple racer game now. Im sick of zombies atm... laugh
Iam a big need for speed hot pursuit fan and try to get the feeling of those games, starting from scratch ( no NVidia PhysX used ).
[Linked Image]
Framerate is locked to 60 (renders very fast).

For testing i use the hot pursuit tracks. It's very funny to prog on such great models.
[Linked Image]

The cars use a invisible, simple model for collision. The visible mesh is adjusted to the slope of the ground surface,
moved on hits/crashes etc. Its position is always smoothed to the invisible GLIDE-collision entity. Tires and exhaust are
single models. If the car is in the air, wheels are moved up and down (springs, only per axis atm).
Iam very happy about how stable the car movement is now. Please check out the video at the bottom of this post.
[Linked Image]
Driving upwards slows down, downwards speeds up. Crash/bounce/push detected via c_trace's.

Extreme test (both models visible, box model works well atm. tested on blocks, terrains and models):
[Linked Image]
Each car can have unique values like: speed, steer speed, shift speed, rpm, grip, tire size, tire roll, NOS, turbo, spring size.......
Car models and values are stored in a struct.

The intern path system did not work for me so i came up with my own system. It came along very well i have to say.
Nodes are dynamic, can be moved and edited in realtime while entities using the path.
Node infos: current nr, next nr, radius, value1, value2, value3, value4.
Cars perform a stuck-check and can respawn at the last reached node position.
I made a nice little editor for the new path system:
[Linked Image]
https://youtu.be/62amlng-ciY

Editor update (nodes connected with lines, now in red):
https://youtu.be/sHb90mSJefY




WIP - enjoy laugh

https://youtu.be/ax9g1cV8JMA



Update minimap for player and each enemy, created from the the new path-nodes:
[Linked Image]

Greets!

Last edited by rayp; 07/26/26 21:44.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Fun Arcade Car Physics (nfs style) [Re: rayp] #489574
08/02/26 21:11
08/02/26 21:11
Joined: Aug 2003
Posts: 127
Deutschland
E
Ezzett Offline
Member
Ezzett  Offline
Member
E

Joined: Aug 2003
Posts: 127
Deutschland
Wow, this looks really fun. I think I spend hundreds of hours with NFS High Stakes, which also had the tracks from Hot Pursuit. There was also a large modding community in the following years with lots of custom tracks and cars.

Re: Fun Arcade Car Physics (nfs style) [Re: rayp] #489638
55 minutes ago
55 minutes ago
Joined: Jul 2008
Posts: 2,117
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,117
Germany
Yes its really funny trying to get this feeling of those games. But also very hard to get the drift feel good etc.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;

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