|
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 |
|
|
0f60cdda13
|
Use BVH to find potential collision pairs before simulation steps
|
2025-03-01 20:12:54 +04:00 |
|
|
503d6170c2
|
Fix restitution and start implementing BVH acceleration for collision
|
2025-03-01 19:04:01 +04:00 |
|