/GodotCustomRaycastCar

my attempt to replace VehicleBody

Primary LanguageGDScript

GodotCustomRaycastCar

WIP. My attempt to replace VehicleBody with my own custom physics model.

Heavily inspired by this video from Toyful Games: youtube.com/watch?v=CdPYlj5uZeI

Car assets are not mine, and temporary.

Current test map is by Jreo at: jreo.itch.io

Tips for use

  • If checking "Apply Forces at Contact Point" for more accurate physics, keep your vehicle at low speeds as it will roll easily.

  • Godot can't manage center of mass that well, so do know the center of mass of a RigidBody is its origin. Keep your wheels close to it, and the rest of the car's CollisionShape above it.

  • Values for spring stiffness and damping can be a bit large if going by SI unit standards. For a ~1000kg car, you want 12k+ stiffness and 1k+ damping.

Why did I make this?

In sum: Godot's VehicleBody has a series of bugs deemed "low priority" and I also don't know how to fix in the source code, so I tried to replicate it from scratch. As a bonus, I could morph this into a hovercraft or futuristic racing vehicle model with few tweaks. --also makes me very proud :3--