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#Drive Rally by Pixel Perfect Dude is a love letter to the golden age of rally games

PreMortem.Games

Ultimately, we decided to create our custom physics engine, using NWH Wheel Collider as a base for collisions and writing every part of car physics from scratch. This way we bypassed those limitations and were able to craft tracks with the precise slopes, terrain blending, and asset placement we wanted.”

Pixel 156
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Physics progress report #1

Mircosoft Game Dev

First I've been working on building a test suite for physics. Cylinder collision shape. One of the requirements was adding support for cylinder shapes in Godot's custom collision detection system. Heightmap collision shape. Another collision shape that was missing in Godot Physics 3D was the heightmap.

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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Buildsystem: Unify tools / target build type configuration ( GH-66242 ). This doesn’t affect most users directly, but for anyone compiling Godot from source, we’ve refactored the way we define what to build. Buildsystem: Add serve and run SCons targets to test Web editor builds ( GH-64886 , GH-67325 ). Requires.NET SDK 6.0

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Buildsystem: Unify tools / target build type configuration ( GH-66242 ). This doesn't affect most users directly, but for anyone compiling Godot from source, we've refactored the way we define what to build. Buildsystem: Add serve and run SCons targets to test Web editor builds ( GH-64886 , GH-67325 ). Requires.NET SDK 6.0

Beta 52
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Near Phase: Generating collision information of overlapping objects. Solver: Iterative or LCP approximation to collision resolution. Physics needs to set back information (bodies that moved and collisions) into the logic layer, but this can be done anytime before the next frame. Broad Phase: Finding pairs of close objects.

Render 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

So as not to impose the additional dependency on the Mono SDK to users of other scripting languages such as GDScript or VisualScript, the C# support comes in a separate build of Godot (labeled the "mono" build). This new implementation is based on Tiled Editor 's Terrains and is fully compatible with previous TileSets.

Render 52
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GSoC 2020 - Progress report #1

Mircosoft Game Dev

will be extracted from the parse tree and used to build a ClassDoc instance (like used for the Godot API) and update the editor help. One of the most common uses for IK in 3D is to place a character's feet on uneven ground without clipping through the geometry, where the legs realistically adjust to the terrain.

Code 52