![]() Gimbal Lock – The locking of a rotation axis when two rotation axis is parallel.Quaternion – Rotation system that prevents gimbal lock.Oversteer – Car turns less than what the driver/steering intends.Understeer – Car turns more than what the driver/steering intends.Some terms that you might learn in this project: It’s also something I personally think to be more fun as there’re a lot of opportunities to be crazy with physics in that setting (think of the new global phenomenon, Fall Guys). Though, keep in mind the settings I use here will be more “arcade” rather than something even remotely realistic, as I want to emphasize the effects. ![]() ![]() This is why we also don’t make use of ready-made libraries such as Wheel Collider. ![]() The advantages are, you’re going to get high-level parameters with clear effects, and you can completely customize the physics behavior of the car with modifying some variables. Those things including drifting, understeering, stumbling, grip levels, etc. What I meant by “macro behavior” is that we’re trying to get the end behavior results directly instead of say, simulating the small physical aspects that lead to said behavior. We’re taking advantage of the bare-bone Unity physics engine and simple force-by-force implementation to mimic the macro behavior of a car. In this article, we will guide you through the steps to model a car physics using simple methods, rather than complicated math processes. Hire the author: Dafa Faris M Introduction
0 Comments
Leave a Reply. |