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