Car Physics for Games
39 points by romes
39 points by romes
Brian Beckman has done a fantastic series on vehicle dynamics, for games. I came across it during a video circa 2005-2007 where he briefly went through the reasons for flight simulators being developed first. The detailed answer is within this series. A simple but accurate simulation of a car is much more computationaly expensive than a simple airplane.
I went looking for some examples of games that use this model of car physics, and found a really cool series of posts by Matt Sephton about creating a racing game for the Playdate. Some favorites from the series: