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Car Physics for Games (2003)


game programming tutorial

As for the car velocity which depends on the linear acceleration, we simulate this by doing one step of numerical integration each time we go through the physics calculation: This is a screen shot from a car physics demo by Rui Martins.More illustrations and a download can be found at http://ruimartins.net/software/projects/racer/ The radius of the circle can be determined via geometry as in the following diagram: Gamers are an impatient lot and usually want to get somewhere in a hurry, preferably involving some squealing of tires, grinding of gearboxes and collateral damage to the surrounding environment.

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