Stride: Vehicle Physics (Bullet RaycastVehicle)

Created on 25 Aug 2018  路  4Comments  路  Source: stride3d/stride

A powerful, customizable but easy setup for fast creation of a vehicle physics simulation. Stable behavior on every ground. No weak, glitchy and jiggling physics. (no sink in the ground or jump away by collision intersections.) A high goal for a great engine. Just an idea. Or is there already a vehicle system?

I expect a Car Object with 4 (custom amount) of wheels and the developer has just move the meshes to it and directly drive with optimal settings.
For example create a tractor and drive on offroad tracks. Or a racing car on asphalt.

area-Physics enhancement help wanted

Most helpful comment

Bullet Physics (which is what Xenko uses) has a ray based vehicle controller. Maybe we could look at exposing that.

All 4 comments

Bullet Physics (which is what Xenko uses) has a ray based vehicle controller. Maybe we could look at exposing that.

Sounds great. I hope for high priority. 馃檪
Is there any workaround / alternative to create vehicle physics with already existing features in Xenko?

I had a bit of a look at it ages ago. I thought it might be possible to re-implement the vehicle controller/wheels using the already exposed physics features. Basically converting the code to a C# script(s) etc. I never tested that theory though.

That being said I am not sure what's less effort. The work around or implementing the feature. I have never looked at how much effort is required for asset/game studio stuff. (It wasn't OSS at the time.) Plus documentation and sample to do.

Just a few images for brainstorming.
We can be inspired by other engines like Unity, Godot, etc.
Also a vehicle prefab would be nice.
car-as-per-unity
2013-10-30_120532
vehicle-physics

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