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AV-Racer Devlog (1): Getting a functional car model
Figuring out a simple and robust car simulation for arcade purposes. In this article the car physics is explained alongside relevant code.
The right approach to this problem became a matter of discussion and debate between me and my close friend Said Al Attrach, we came across a very interesting website that provided useful information to start our project with. We didn't have a good understanding of car physics and our attempts at a somewhat realistic simulation failed, so we resorted to an arcade-like model, which I will describe in the next section. Try it here.I use the logarithmic scaler with the length of the velocity vector as a modifier to the friction forces to only be relevant at low speeds, and multiply it with a negative coefficient to act -like braking- in a direction opposing the car's.
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