This is my first ever topic. I’ve came here and started reading some posts related to the BGE (mostly car games) for 2 months and I have found that I actually gained slight recognition for making the physics on YouTube. So I guess it’s time for me to appear more often.
First attempt (2017-2018)
It was very messy, empties are all over the place, very physics-intensive, and it’s no where “good” in my perspective anymore. Though I’m delighted that someone actually used it but I’m always worried about how it performs.
I then stopped working on it in 2019 because I was working on an arcade racing game (which I will start a topic about it soon)
Second attempt (mid 2020) https://twitter.com/jreo03/status/1269281521560502272
It’s starting to get easier in terms of setting up, which are: adding more wheels, adjusting suspension stiffness, and connecting them to the drivetrain. Physics are slightly more accurate (using Live For Speed as a reference). But it is still limited to some physics solvers in both BGE and UPBGE, and it’s still confusing to use.
Third attempt (late 2020)
It’s currently being made, there is no footage of it yet but it’s already available to download (was privately on discord: https://cdn.discordapp.com/attachments/728919644894920765/785752985372065822/RCPOptimized.blend currently using multitexture)
It’s made in BGE 2.76 but it also works on UPBGE with any physics solvers (as tested). It is still trying to achieve realism even at just 75%. Best part is: it has 0 rigid body joints, only raycasts doing the job of a suspension. But it is still potentially logic-intensive. Please do note: The car body still can’t collide with anything yet. Attempting to add a collider with the obvious methods would mess up its rotation speed. Ability to easily tune the car is also being worked on.
So anyways, this is basically aimed to be an alternative to blender’s vehicle wrapper, and it could be used on race tracks, streets, and off-road too but not the rocky ones.
Thank you. I am currently still mastering the physics since the tires are prone to lose traction a lot, making it nearly impossible to correct a slide even at moderate speeds smoothly.
So I’ve met my deadline and unfortunately the re-code didn’t work as I wanted to when I added the engine. Instead, I’ve done something to the current version to stop the deadly oversteer. The physics are still not close to accurate and some core features aren’t really done yet so it’s still gonna be hard to inspect and use.
Also it can now collide with anything and I also added a turbo feature (find in engine.py) RCPOptimized updt.blend (1.0 MB)
Controls are pretty much the same as the previous version of RCP if you didn’t know.
Hey bro, thanx a lot for the file, i have been playing and learning from your files from the beginning of my BGE journey, since 2.79, glad to see you back. Now i upgraded to upbge 3.0 and i am trying to update some old bge files to work into upbge 3.0. What do i have to change to make this work in upbge 3.0 ?
My guess:
Remove the HUD scene and every lines in the codes related to bge.logic.getSceneList()
The wheel positions are buggy on 0.3.0 so you might want to work around with it.
Updated the tire physics a bit.
Most of the misc are moved to RCP_Addons.py, meaning that sounds, lights, UIs, etc. are now independent from car.py. RCP055.blend (1.1 MB)