I don't think that their physics are really that advanced or solid. for example the collision bottom of each vehicle seems to always be perpendicular to the track surface. Acceleration and braking or loosing speed all seems to follow a simple linear interpolation over time. My guess would be that they did approach the…
@renderhjs From my previous research initial physics in Pure for example started as raycasting down towards racetrack from cuboid colider mesh for the cart and applying coresponding upward force. Later it was reduced to 2 raycasts, one in front one at the end. This was simplyfied even more reducing to 1 raycast in high…
If splines are too complex to handle you probably shouldn't be programming any AI. From a level design perspective, given a track with thirty corners, I know I'd rather be placing thirty three-point splines than thirty twenty-point waypoint sections. Iterating using waypoints like that is ridiculously impractical - if one…
Hello all, I would like to know more about how physics in wipeout games works. I'm all up to technical reading, examples, explanations, articles. I think I absorbed a lot of google knowledge on this topic but there might be some that I missed so feel free to post link here. thank you dear P-counters