[Mod] Car that drifts and skids [driftcar]

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paramat
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[Mod] Car that drifts and skids [driftcar]

by paramat » Post

***** This repository has been deleted. Development of the 'driftcar' mod continues in my 'driftgame' game viewtopic.php?f=50&t=25367 *****

Image

^ Smoke particles come from each wheel when skidding.

Description
-----------
A vehicle using some physics modelling for more realistic behaviour.

Usage
-----
Due to client->server->client control delay this mod is best used in
singleplayer or in local multiplayer.
Intensive mods that cause long server lags, such as Lua mapgen mods, will affect
the responsiveness of the vehicle, even in singleplayer.

There is no crafting recipe, the vehicle can be found in the creative inventory.
Third-person camera mode is recommended when driving for a better view.
If parameter 'AVIEW' in the 'init.lua' file is set to 'true', view is
automatically set to vehicle velocity direction.

Controls
--------
Right mouse button = Enter or exit car when pointing at car.

Forward = Speed up. Slow down when moving backwards.

Backward = Slow down. Speed up when moving backwards.

Left = Rotate anticlockwise.

Right = Rotate clockwise.

More stuff
----------
Something i have wanted to do for a long time, use my knowledge of physics to create a car that has fairly realistic skidding behaviour. It's capable of drifting, doughnuts and J-turns.
Due to the issues mentioned above it's best tried out first in singleplayer, flat mapgen, with no other mods running, for best responsiveness.

4 forces (accelerations) are modelled:
Linear force due to wheel torque: accelerating or braking. Acceleration torque falls to zero at a certain speed.
Linear force due to rolling resistance. Constant and opposite to linear motion.
Air drag opposite to velocity. Opposite to velocity and proportional to speed.
Lateral force due to tire grip. Opposite to lateral motion. This is limited so that when tire grip is overcome when turning skidding occurs.

Turning is acheived by rotating the vehicle, the lateral force is what actually alters the direction of motion.
Some of the 4 forces are set to zero if the vehicle is not in contact with the ground. This can be seen if turning while driving off the side of a cliff.
Attachments
screenshot_20180806_003812.png
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Last edited by paramat on Tue Nov 03, 2020 15:01, edited 1 time in total.

Chiantos
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Re: [Mod] Car that drifts and skids [driftcar]

by Chiantos » Post

Deleted message
Last edited by Chiantos on Mon Sep 30, 2019 05:03, edited 1 time in total.

Byakuren
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In-game: Raymoo + Clownpiece

Re: [Mod] Car that drifts and skids [driftcar]

by Byakuren » Post

Are the front and rear tires modelled separately?
Every time a mod API is left undocumented, a koala dies.

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paramat
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Joined: Sun Oct 28, 2012 00:05
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Location: UK

Re: [Mod] Car that drifts and skids [driftcar]

by paramat » Post

The car entity has visual type "wielditem", so the car is simply modelled as a nodebox, no need to use blender.
The nodebox has 6 boxes: upper half, lower half, plus 4 boxes for the parts of the wheels that protrude downwards (the lowest 2 pixels of the wheels).

Byakuren
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GitHub: raymoo
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Re: [Mod] Car that drifts and skids [driftcar]

by Byakuren » Post

Sorry, I meant physics modeling.
Every time a mod API is left undocumented, a koala dies.

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paramat
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Posts: 3699
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat
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Location: UK

Re: [Mod] Car that drifts and skids [driftcar]

by paramat » Post

I see. No, all wheels are assumed to be fixed and non-steering. The car is rotated around it's y axis according to control inputs in a simple way.

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