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Games Project Torque - Offroad Racer | Update: Vehicle physics now open sourced!

Discussion in 'Works In Progress - Archive' started by adrenak, Mar 28, 2019.

  1. adrenak

    adrenak

    Joined:
    Aug 17, 2012
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    Started developing a new game a couple of weeks ago. It is an offroad racing game, inspired by games like MotorStorm, Fuel and Insane 2. I'm planning to release on mobile and PC first and then perhaps VR.

    The working title is Project Torque

    The first thing I have been doing is making my own wheel collider for custom suspension and friction physics so get the right driving feel. Here is a video showing the same:

     
    Last edited: Mar 29, 2019
    DannyWebbie, keeponshading and mgear like this.
  2. adrenak

    adrenak

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    Found a process for creating good terrains. I create a general layout of the track using only the inbuilt unity terrain tools and then pass it through height and texture filters in World Creator to get high quality results quickly!

    The next pass would be to make manual changes and adding more details to make the map look more unique and authentic.

     
    Edy likes this.
  3. adrenak

    adrenak

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    Testing the wheel physics with a Hummer! Going to keep on adding at least one of different kinds of vehicles to see if they feel right on all of them
     
  4. adrenak

    adrenak

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    The vehicle physics are finally at a stage that I can start making AI and tracks. I cleaned up the code and made it open source too! Get it here: https://github.com/adrenak/Tork

    And here's a short video showing the demo scene in action
     
    Edy and mgear like this.
  5. Edy

    Edy

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    Nice project! Congratulations!
     
    adrenak likes this.
  6. adrenak

    adrenak

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    Thanks! Great to hear that coming from the car physics expert here :)
     
    Edy likes this.
  7. CoderPro

    CoderPro

    Joined:
    Feb 21, 2014
    Posts:
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    I was bought edy vehicle physics.
    Try your asset, it like arcade physics than simulator.
    I think you should add handbrake or drift action for your asset. It will better than now.
     
  8. Edy

    Edy

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    I like that the code is nicely arranged and kept to the minimum necessary for vehicle physics. It's easy to understand and may be easily extended from there.

    I can also recognize the anti-roll bar code. Looks similar to that original code I posted here 9 years ago. It's nice to see how the community has adopted it since then :)
     
    Last edited: Sep 16, 2019
  9. adrenak

    adrenak

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    Yes it's the same one :)
     
    Edy likes this.
  10. MCrafterzz

    MCrafterzz

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    When downloading the project it says that it's for 2017.3. Why? It worked fine though, thanks for sharing!
     
  11. adrenak

    adrenak

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    Thats strange, the project is made on 2017.1 Shouldn't matter though
     
  12. MCrafterzz

    MCrafterzz

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    Maybe it was 2017.1. I was just a bit suprised that it wasn't made with 2018.3 or 2019.1 as the tool was published so recently.
     
  13. adrenak

    adrenak

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    I have a bit of an irrational fear of new versions as things have broken in the past, so I usually use an older version unless I need to ;)
     
  14. Edy

    Edy

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    Not irrational at all - very wise indeed IMHO.

    Currently I ensure compatibility with the latest LTS version, and I upgrade to the Tech stream not earlier than the .2 stable version. In the past I've experienced too much pain caused by early jumping into new versions.
     
    Last edited: Sep 16, 2019
    keeponshading and adrenak like this.
  15. Deleted User

    Deleted User

    Guest

    Is the demo with truck and buggy uses only what is in asset? I think these cars have more stability then sample orange car.