Focusing on Vehicle Physics in the new Godot Physics Enginr #6336
Replies: 4 comments 8 replies
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There is talk about moving the vehicle node to an addon, so I wouldn't expect that. PS. Vehicle physics are a port of Bullet vehicle physics, which are widely used and believed to be realistic. |
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Well then if it's going to move to an addon, at least make it as realistic as Bullet, cause there are people that need this. In Godot, yes. |
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Btw is that possible in Godot? |
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The vehicle physics in Bullet and Godot are based on a raycast setup that has been implemented in many game engines and some very popular racing games. It's a nice approximation of vehicle physics that does well enough in many applications and just requires some work on the developers part to get familiar with and use well. But if you are after a realistic physics simulation like you find in games like Forza, Gran Turismo, Assetto Corsa and the like, this requires something far more specialized that has a complexity that falls way outside of the realm of what we could, or would want to, support in the core of Godot. There are several developers working on plugins for various different implementations, but it is up to them whether they will make these available to the general public or not. That all said, if you are new to this my best advise to you is, start with Godots build in vehicle setup as it is right now, and build something within its constraints. |
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Hello. I would like to see some focus of the devs on the vehicle physics in Godot, so them can be more realistic. In the future.
Thanks.
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