AI was never fully realized in Slipstream. We've got bots, but we ran out of time and couldn't get the nice code working. Physics should be a fairly high priority, until you've got a basics of EVERYTHING sorted. Adding in AI functionality in segments at the same time as the physics segments comes online is bad. For…
Very good point with down angled walls I will try that as soon as I'm home from work. My wall colliders right now cause ship to flip or catapult it away from track [they are vertical so wtf?! this puzzles me]. I'm using "smooth sphere collisions ON" on my invisible colliders to help along. They are separated from track…
While this thread is quite old now I just want to give my findings on physics like Wipeout just in case anyone else in the future wants a place to start. This all comes from my experience with developing my own Wipeout game (AGR2280) and implies you already have a game engine to work from (Unity, UE4, etc) and a bit of…
Yep, form me to work I must separate colliders for raycasting to "walls" and "road" to not flip over vehicle at moment when its very close to one side of the road.. With 4 raycasts in the corner it have tendency to flip cause my code it is still not optimized to detect this and react "correctly" in this situation. I'm…
Physics are still a bit of a dark art. Black magic, etc. You will never find a more wretched hive of scum and villainy than when you look through the physics of a racing game. Up to a point, it pays to be clean, but ONLY when you know what you're doing and have experience to draw upon, either your own or somebody with a…
Having worked on the physics for a racing game over the past 18 months, I think I've got a good idea how they did it. Raycasting, from a single point around the nose of the ship, VERY high frequency (minimum 50-60Hz, better off with a single cast going for 100 if you can). Smooth Sphere Collisions is an option in Unity…