How to make a game like this..?

I’m really love this game (http://www.flashracingonline.com/node/947/play) but how do you make the physics for something like that, drifting and all? Can it be done via logic bricks? Or not?

All you have to do is think about the physical forces acting on the object, I can attempt to make a drifting vehicle to show you how I would do that…
other than that you will definately have to use python scripting for acceleration and applying the constant acceleration in a straight direction while the vehicle is drifting, you just have to incorporate momentum, force, acceleration, mass, decelleration based on the friction of the racetrack, for instance, in the code, if your sensor"collision" with water, you can change the decelleration while drifting to a smaller number…

Ok thanks. To bad I can’t do python, lol!
But I was afraid of that :frowning:

Coding is very useful, for one, you only need a few of the logic bricks to run everything insted of having 200+ logic bricks tangled with connectors… I will attempt to make a system without code though, I have a 2010 BMW 5 series waiting for the game…

Here is the model for it…

http://www.mediafire.com/?mtzmeeuenw4

Thanks :slight_smile: :slight_smile:
Dont’ wanna put you to a lot of trouble :slight_smile:

You must first take a couple college level physics courses. Then find a vehicle, and figure out all the forces acting on it, the correct friction coefficients, masses, and spring constants, then you must learn python.

No such thing as decelleration. Only negative acceleration/acceleration in a negative direction.

Sounds easy enough :stuck_out_tongue:

Actually, a top-down view car game would be very easy, you wouldn’t have to worry about the suspension.

This is a great wiki page to get started in physics:

A couple big equations to notice:

velocity = change in position * time
acceleration = velocity * time
Fnet = mass * acceleration

so you can work your way backwards through those equations if you know the net force acting on your car. Some forces you might want to consider would be:

Fg = mass * gravity
Fn = Fg (in most cases)
Ff = Mu * Fn (this one would be the one to cause the drift, each surface would have a different value for Mu)

and if you add suspension:

Fel = -k * distance spring is compressed.

and you would have three net forces, one for each axis.

Or you could just use bullet vehicle constraint and tweak until you get a decent drift.
Just make your rear tires have less traction, set a small linear damping in your car (less than 0.2) and start tweaking your steering, suspensions and (here is the key) rotational damping until you have a drifting setup.
If you are using this method it will be far more realistic but you have to know a bit about how a real car works and how to make it drift.
great tutorial about bullet vehicles in blender: http://blog.mikepan.com/blender-vehicle-physics-tutorial/