im enjoying this series, im making my own vehicle controller but with physics joints and rigidbodies and more realistic behavior would be cool to have a discord server :3
@@tomaga4995 so, a month later im also making a raycast vehicle (but using a springarm node which is like a shapecast which i dont have because i use 3.5) because my rigidbody wheeled vehicle had bouncy collisions at higher speed and it didnt look great. and now im having big trouble trying to debug my spring code, a single wheel works fine but when i add another, the vehicle starts bouncing high into the air and spinning..
@@tomaga4995 okay so a long time later ive settled on using spherecasts for my vehicles and its taken me this long to realize using a pid controller for grip and braking is actually genius
awesome! thank you for this tutorial. Now I understood the grip concept :) One question: there is a difference in applying the force directly on the car body instead of the wheels? Like I've watched some tutorials where they dont use torque to rotate the car, they just rotate the front wheels and the forward force of them would rotate the car
I guess applying a force directly on the wheels would be the physically correct solution (haven't tried it myself). I wanted an arcade style drifting car and by applying a torque you can go sideways easily.
Thanks for the feedback. 🙂 The source code is here: notabug.org/tomaga The site has FOSS software like github. There are three projects. One for the suspension and the other for drifting.
amazing
Thank you 🙂.
im enjoying this series, im making my own vehicle controller but with physics joints and rigidbodies and more realistic behavior
would be cool to have a discord server :3
Thanks, it would be interesting to see a video of the driving behavior of your solution. 🙂
@@tomaga4995 so, a month later im also making a raycast vehicle (but using a springarm node which is like a shapecast which i dont have because i use 3.5) because my rigidbody wheeled vehicle had bouncy collisions at higher speed and it didnt look great. and now im having big trouble trying to debug my spring code, a single wheel works fine but when i add another, the vehicle starts bouncing high into the air and spinning..
@@trainzmarcel2074 I found the physics in Godot 4 to be much smoother. So how about trying that?
@@tomaga4995 ill try it tomorrow
@@tomaga4995 okay so a long time later ive settled on using spherecasts for my vehicles and its taken me this long to realize using a pid controller for grip and braking is actually genius
Have any future plans on what to add in this tutorial series?
I thought I had already said almost everything about vehicle control 🙂. What else would interest you?
@@tomaga4995 Will you do the center of mass and downforce or is that already done?
@@loudris442 These topics have not yet been addressed. The thing is, I don't know enough about them myself. Sorry.
awesome! thank you for this tutorial. Now I understood the grip concept :) One question: there is a difference in applying the force directly on the car body instead of the wheels? Like I've watched some tutorials where they dont use torque to rotate the car, they just rotate the front wheels and the forward force of them would rotate the car
I guess applying a force directly on the wheels would be the physically correct solution (haven't tried it myself). I wanted an arcade style drifting car and by applying a torque you can go sideways easily.
great series, but I was wondering if the source code is on github ? thx
Thanks for the feedback. 🙂 The source code is here:
notabug.org/tomaga
The site has FOSS software like github. There are three projects. One for the suspension and the other for drifting.