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Programming vehicles in games


The fundamental principles needed to get a functional vehicle in your game.

So I went back to the drawing board, already sunk in the hacky method, I added more magical numbers, created a parameter for “slidiness,” and kept tuning the system until it felt snappy, responsive, and fun. This interplay between deformation and sliding explains the well-known shape of the lateral force vs. slip angle curve, a gradual rise, a peak, and then a falloff, all rooted in the physics of the contact patch. The challenge isn't the vector addition; it's mimicking the non-uniform dynamics hiding in the red lines so that the simulated tire lets go, regains grip, and trades forces just as the physical one does.

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