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  • Racing game - TrackMaster: Free-For-All Motorsport

@Saitodepaula said: Godot's collision shapes behave in weird ways sometimes. Take a look at this.

That's a good observation, it's probably "best practice" to cut the track and it's collision mesh up into multiple parts.

@Saitodepaula said: Everything you have written, I've noticed when trying VehicleBody and Wheel nodes. Another thing you can do, is set physics FPS to 120 (PROJECT > PROJECT SETTINGS > PHYSICS > COMMON). Wow, that actually fixes a problem(s). Now, after driving, hitting brake actually keeps the car standing completely still. Before, it still managed to get a little bit speed to go either backwards of forward, depending on what was the last thing you pressed. And strangely, now the car slows down when letting go of accelerate. Just in very small steps, still takes too long, but that means it has"drag" built into it, right? Still to slow driving uphill. (in the new video, I have enough momentum to not lose so much speed)

Godot's collision shapes behave in weird ways sometimes. Take a look at this. Ok, that gives a very good perspective. Watching it closely, that seems exactly what is happening while driving. Made a new video with the wobbly physics (this is also after your suggestion to setting the physics to 120fps)

https://youtu.be/gL8Wzka86-c

It is useful, a lot. After noticing it, it was one of the reasons I switched to a custom approach, so that I can more easily control the friction. Too bad I'm not that good at programming anymore (can program a little bit still) and don't know game-engines enough to find these kind of solutions.

21 days later

Anyone: Why would I want to drive a trailer truck in a stunt track? TrackMaster: Why not?

7 days later

First post updated with lots of information about what the game actually is and what is planned!

Also, check the website, it was completely improved with much more info!

5 days later

Cool truck! Did you make it yourself? [stupid question, your website says you have done 3d-modelling before ;) ] I see you have drifting mechanics. How did you achieve that? I'm still using VehicleBody though.

Cool truck! Did you make it yourself? [stupid question, your website says you have done 3d-modelling before ;) ]

No question is stupid :# ! I can make a truck like that, but it would take me lots of time. I've modified an existing model. There are lots of CC-0 3D models in BlendSwap and Sketchfab, just to name a few. The model I've used is this one: https://www.blendswap.com/blend/20912

I simplified it, remade most of it and switched the tires. Anyway, I'll place this link in the credits portion of the game.

I see you have drifting mechanics. How did you achieve that? I'm still using VehicleBody though.

I didn't actually tried to make drifting mechanics. It worked this way when I made a RWD vehicle with my setup. It was actually quite realistic, and actually not much fun, because it was too hard to turn, and when accelerating, it was too unstable.

I think the key for drifting is to not have too much grip (or friction in case of Godot's physics material or FRICTION SLIP in case of VEHICLE WHEEL node), so that, once you achieve a certain speed, if you turn, your vehicle won't topple over, instead, it will slide. Of course this will work when combined with the friction of the ground material.

@Saitodepaula said: I think the key for drifting is to not have too much grip (or friction in case of Godot's physics material or FRICTION SLIP in case of VEHICLE WHEEL node), so that, once you achieve a certain speed, if you turn, your vehicle won't topple over, instead, it will slide. Of course this will work when combined with the friction of the ground material.

I've tried adjusting friction slip, but I still have to find a value that works. I get some strange behaviour when I try to change that value, which just make the car to an immediate 180° turn. When my VR setup is done, I'm going to try and look into that Raycasting thing, since I apparantly have to abandon that VehicleBody because of the sudden jumps of Bullet-physics collisions. Wouldn't want anyone the get a sudden jump in VR, guess that would be vomit-inducing :#

I was looking for my old files and videos to see what I have done with the Vehicle Body node, and I didn't find anything. Guess I was so frustrated I didn't even bother to keep a record of anything.

When it comes to physics in game engines, I've learned that you have to try crazy values to see what happens. So, have you tried values of friction that are not supposed to be used?

For example, in the physics material docs, the item for FRICTION says that the minimum value is 0, and the maximum is 1. But you can use values like 2 or 5, and it does makes a difference. I remember testing some absurd values for vehicle wheels suspension, and the good ones for my setup were way different than the recommended.

PS: just noticed that the docs for Vehicle Wheel friction slip tells you to use a value of 1.0. And the default is 10.5...

6 days later

I have noticed that too, that a "right" value half the time seems way beyond the scope that is told.

I looked at my friction slip settings and it was indeed at default. I only tried offsetting the rear wheels to get drift, as was recommend. But following the advice of C_Arts, I tried a value of around 3 (I took 3.5 at the moment), with also the rear wheels offset a bit... and that does seem to do the trick. Still not how I want it and hard to control, but it's atleast a tiny step further. For a beginner it is hard to know which approach you need and then how to implement it. I need things like drifting and drafting tracked for building up a meter which you can then use to trigger something or use it as boost.

14 days later

Demo version 0.0.2 is out and Linux version now available!

And, just a picture for your amusement...

7 days later

Demo 0.0.3 out!

https://trackmaster.itch.io/trackmaster-free-for-all-motorsport

Here is the changelog:

  1. New track
    • Folded HorseShoe
  2. Graphics options
    • Full screen mode on/off
    • HDR on/off
    • MSAA levels
    • Shadows on/off/quality
  3. Gameplay options
    • Configurable time to reset vehicle (after toppling over or sideways)
    • Invert camera rotation horizontal axis
    • Invert camera rotation vertical axis
    • Auto reset camera on/off
    • Auto reset camera time setting
  4. Sound
    • Fireworks sound disabled (until I add other sounds to the game, there is no point in having this sound)
  5. Gameplay improvements
    • Removed containers from Figure 8 track (really, they were annoying right?)
    • Monster truck center of gravity lowered a bit for better handling
    • Vehicle wheels now spin freely when accelerating/reverse is released (on previous version, it braked)
    • Handbrake now works
    • Truck scale adjusted. It is now wider and more coherent to real trucks. It is now much more stable when making turns.
    • Muscle car physics suspension improved. This is the vehicle I'm less satisfied yet, the acceleration is not good and it topples over too easy.

Here are some pictures to illustrate the changes in the truck and the car.

8 days later

Just modeled a loop in Blender, imported into Godot, made a few adjustments... and it worked!

The texture is ugly and the camera is not good yet while in the loop, but it's sure a lot of fun!

It will be in the next version of the demo!

19 days later

Small update: loop and ramps! https://trackmaster.itch.io/trackmaster-free-for-all-motorsport

Although this update is small in terms of amount of additions, the loop and the ramps actually change the gameplay completely, with lots of different possibilities!

  1. Added loop and ramps to the Freestyle Arena
  2. Added ramps to the Figure 8 Track
  3. New arena: Flat Arena (right now it doens't seem like much, but it will be useful in modes like tag and demolition)
2 months later

@Megalomaniak said: Demolition derby? :D

Yes! And that's just one of the modes!