![]() Though, keep in mind the settings I use here will be more “arcade” rather than something even remotely realistic, as I want to emphasize the effects. This is why we also don’t make use of ready-made libraries such as Wheel Collider. The advantages are, you’re going to get high-level parameters with clear effects, and you can completely customize the physics behavior of the car with modifying some variables. Those things including drifting, understeering, stumbling, grip levels, etc. What I meant by “macro behavior” is that we’re trying to get the end behavior results directly instead of say, simulating the small physical aspects that lead to said behavior. We’re taking advantage of the bare-bone Unity physics engine and simple force-by-force implementation to mimic the macro behavior of a car. In this article, we will guide you through the steps to model a car physics using simple methods, rather than complicated math processes. Hire the author: Dafa Faris M Introduction
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