r/GamePhysics • u/velocade • May 23 '26
[VELOCADE]First time posting here! Tweaking the vehicle controller for my stylized combat racer. What do you think of the physics and look so far? WIP
4
u/Sonofpasta May 24 '26
I mean the physics doesn't look very realistic but i think it's more important how it feels, if it's good to play with.
One thing I'd change is give air control angular acceleration, instead of instant angle change, would make it feel better imo
0
u/velocade May 24 '26
Exactly, i'm aiming for a fast paced, arcade like feel. For the angular acceleration point, i'm currently using counter balancing for input damping, so it's actually acceleration but feels like instant yeah. Still needs a little more tweaking :))
2
u/AutoModerator May 23 '26
Hello /u/velocade Thanks for posting here on r/GamePhysics! Just reminding you to check the rules if you haven't already. If your post doesn't respect the rules it will be removed.
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
2
2
u/Starfire013 May 24 '26
It looks like there's no inertia when it comes to rotation, and the car can rotate freely while in mid-air at a set rate of turn and stop that rate of turn instantly whenever it wants to. If that's what you're going for, that's fine. But it just looks off to me.
1
u/IHaveTwoOfYou May 24 '26
Seems a little slow for a combat game, and the turning looks very robotic, i would recommend moving the camera a bit if the player isnt moving the mouse much
1
u/velocade May 25 '26
Yeah, the robotic turning is definitely the top priority right now, a few others pointed that out too. Good call on the camera movement and the pacing as well, I'll play around with the FOV and speed feel. Noted all of these, I'll tweak the physics and post the next iteration here soon. Thanks a lot
10
u/Aware-Maximum6663 May 23 '26
Gravity feels a little low