0226e83010
A bunch of tweaks
...
- Add max steering lock and limit drift assist to never exceed it
- Bring back tyre curve debug
- Show relevant wheel debug values
- Calculate camber for pacejka
2025-08-04 00:35:46 +04:00
5181b9b813
Change how interpolation works, add mouse movement override to follow camera
2025-08-02 20:41:22 +04:00
7f928a6f2c
Interpolate wheels too, use interpolated bodies and wheels in debug visualization
2025-08-02 14:52:30 +04:00
a6cbfaf88c
More tyre tweaks, chase camera like in GTA 5, basic rigid body interpolation so rendering can run faster than physics and still see everything smoothly
2025-08-02 14:01:32 +04:00
82e9022c73
Suspension spring force along hit normal again, tweak tyres, add drift assist (just steering for you a bit, no ghost forces)
2025-07-30 01:58:31 +04:00
88fac29a6c
Fix suspension when driving on other rigid bodies, super solid now
...
The key was to limit the total spring impulse similar to how contact impulse is limited, so that spring always pushes and never pulls
2025-07-29 01:58:33 +04:00
44a401344f
Optimize edge collision checking by sorting so they always follow in pairs
...
Fix suspension constraint force being weird
2025-07-27 15:33:00 +04:00
56f1eb1d15
Fix bug in names where same string could get interned twice, some easy optimizations
2025-07-25 01:14:41 +04:00
8b8e4f9513
Level hot reload working
2025-07-13 23:09:32 +04:00
7da986970e
Basic lelel import working, collisions for level geo broken
2025-07-13 00:45:35 +04:00
a81e81c52c
Implement blender scene export script, add support for asset based level geom instancing
2025-07-12 23:16:57 +04:00
5f4fa12040
A bunch of prototype code for asset pipeline
2025-07-11 23:18:35 +04:00
a8e3bb6104
Fix incorrect triangle normal when colliding against level geom, reverse gear, engine sound
2025-07-01 11:57:53 +04:00
00190a45fc
Lots of optimizations and bug fixes for static geometry, improved debugging
2025-07-01 00:09:10 +04:00
bce37a3b7e
Updates 3
2025-06-28 23:24:03 +04:00
2ccda376bb
Updates
2025-06-28 18:28:27 +04:00
1094afac02
Pivot to game jam game about an ice cream truck lol
2025-06-28 17:56:21 +04:00
8378b943cb
Compound shapes support, better debug ui
2025-06-16 01:19:31 +04:00
6e2ad6a3b0
Raycast against level geom
2025-05-12 11:27:16 +04:00
735c61fd05
First implementation of track collision (non convex triangle level geometry)
2025-05-12 01:17:49 +04:00
890ac2494a
Editor improvements and some refactoring
2025-05-10 19:01:48 +04:00
df0fe56368
Refactor rewind to include the whole world, not just physics sceen
2025-05-08 14:32:31 +04:00
a4ed430efe
Fix a bunch of collision bugs
2025-05-03 23:24:45 +04:00
1ea89fb2c9
Improve engine friction, add a rev limiter
2025-05-02 21:11:48 +04:00
08b6748d76
Add tyre friction debug visualization and tweak tyres to be more slidy
2025-05-02 20:32:13 +04:00
bdd7bbb9b1
Refactor asset loading to remove duplication, add loading of tyre params from csv
2025-04-27 22:53:07 +04:00
a27a5ccde6
Reimplement tyre model to use separate longitudinal/lateral formulas, also use pacejka94
2025-04-27 21:24:25 +04:00
b0fb81d88c
Increase lowest rpm to fix no torque when starting to go uphill
2025-04-27 17:29:01 +04:00
3bab8ac88e
Proper raycasts against other rigid bodies instead of a fake plane
2025-04-27 17:06:04 +04:00
5c797145ae
Fixed power delivery from engine, now 0-100 time seems to be in the right ballpark
2025-04-27 12:40:46 +04:00
cbe0dd20e5
Gears and engine->wheel power transfer. Not working well yet, it's losing a lot of power somewhere. Maybe it needs to be a position constraint
2025-04-27 00:02:23 +04:00
c3945a80e5
Use proper real world scale for the car
2025-04-26 21:28:06 +04:00
78ab4eeae9
Start implementing engine simulation
2025-04-26 20:29:58 +04:00
91cd60b155
Add hood cam, tweak tyre params, split split angle and split ratio params
2025-03-23 22:53:50 +04:00
22c2224dea
Tweak tyres, fix asymmetry in pacejka formula
2025-03-20 00:46:50 +04:00
b6866f53f3
Tweak pacejka params a bit
2025-03-18 03:28:40 +04:00
31cb9879cc
Pacejka 96 for tyre friction, combined friction using the Beckman method
2025-03-18 03:12:43 +04:00
8caf47003e
Proper brake force using friction
2025-03-16 15:49:10 +04:00
bf7b7e6ae3
Implement wheel rotation and friction
2025-03-16 14:53:13 +04:00
2410ed9b4b
Add static and dynamic friction
2025-03-16 00:22:20 +04:00
fb1643e6e6
Fix mem leak, change number of stacks
2025-03-16 00:17:00 +04:00
60522ea836
Reimplement suspension, now with correct friction using PGS
2025-03-16 00:00:48 +04:00
50d0401479
Implement friction in PGS
2025-03-15 20:53:45 +04:00
d1feaa0602
More progress on PGS
2025-03-09 22:54:40 +04:00
a2ad9e490a
Refactor collision detection to support persistent contacts across frames
2025-03-09 15:04:13 +04:00
cb24365933
Start implementing a different solver
2025-03-08 23:46:14 +04:00
ccd987aeae
Start implementing optimized substepping (collision detection only once per frame)
2025-03-08 14:50:39 +04:00
c3ac6c2db1
Change iteration counts, fix extra snapshots when no steps were taken
2025-03-02 21:30:37 +04:00
860f9f59b6
Optimize edge separation test, use SOA structs in more places
2025-03-02 21:14:12 +04:00
a1e8d0f231
Disable edge separation tests for now and make a stress test
2025-03-01 20:54:26 +04:00