@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: 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)
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.
First post updated with photo mode!
First post updated with new vehicle: truck!
It's looking better. Nice.
Anyone: Why would I want to drive a trailer truck in a stunt track? TrackMaster: Why not?
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!
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...
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.
Demo released!
Criticisms and feedback are welcome!
https://trackmaster.itch.io/trackmaster-free-for-all-motorsport
Demo version 0.0.2 is out and Linux version now available!
And, just a picture for your amusement...
Demo 0.0.3 out!
https://trackmaster.itch.io/trackmaster-free-for-all-motorsport
Here is the changelog:
Here are some pictures to illustrate the changes in the truck and the car.
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!
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!
Just a teaser of what is coming next...
Demolition derby? :D
@Megalomaniak said: Demolition derby? :D
Yes! And that's just one of the modes!
An update on what's going on in the development right now: I'm adding computer controlled vehicles, and trying to teach them on how to drive!
Since this is a physics based game, it's one thing to tell the computer to accelerate, turn and brake. It's completely different to make it take into account the grip of a Rear Wheel Drive (RWD) vehicle, or the monster truck to not tip over because of it's size and acceleration.
In the video, I'm driving against computer controlled vehicles, and the white cubes are targets that the computer have to follow to... maybe complete the track. It's not working exactly like it should, but I think it's chaotic and fun already.
Trackmaster Bloopers, Glitches, Stunts & Silly Stuff Vol. 1! Not an update actually, but fun anyway! I think it helps development to have fun with our own mistakes and the game unexpected behaviours!
@Saitodepaula said: I'm planning on releasing the vehicle setup as open source in Github, it's just not good enough I think.
Well, personally, I'd say anything would be better than nothing, and then also people who know something might join in and help you make it better. :)
I'm personally also not satisfied with the default stuff, but I don't have any knowledge of how to go about doing most vehicle stuff on my own either way, and I have no clue how to work with 6DOF nodes. But there's next to nothing out there to learn from... The best I could do so far, after following along with Bastiaan Olij's vehicle video series, was to get Stunt Playground's godot port and tinker with it. I managed to get my own monster truck working to the point of doing believable back-flips and jumps, but then... it still has the original 5 gears instead of 2, its wheels go through the floor of course and it topples over in nonsensical ways, and I've no idea how to turn the rear wheels the opposite way, how to get a working handbrake, how to lock the wheels when handbraking, how to make wheels skid when flooring the gas, how to allow my car to do a donut spin or nose wheelies, etc...
My ultimate goal is actually to try to do something inspired in Destruction Derby 2 and Carmageddon, but of course getting a monster truck to work is the most fun, and I figured it was also quite nice for learning the wheel settings and stuff. :)
TrackMaster is really a project I have began because of those moments of "if no one is making the game I want to play, I'll make it". I want the physics and chaos of the old Destruction Derby games, the freedom of old games like Interstate'76 and of modern games like BeamNGDrive, the crazy modes of Test Drive: Eve of Destruction, the mayhem of Twisted Metal (the first one), the Monster Trucks from Monster Truck Madness, all this with split screen multiplayer, and more, much more, is that too much to ask?
And now, after 1 year of development, and 6 months on itch.io, TrackMaster: Free For All Motorsport enters early access phase!
This means the game is now availble for you to buy it, and from now on, the development cycle will be consistent, with new vehicles, tracks and game modes being added at a regular basis.
I've spent the last months making improvements in the code, code structure and menus structure, so that the game is ready for more content: vehicles, tracks and game modes!
This also means a couple more things:
So, the idea is to build a racing game that is easy to play, with a nice balance of fun and physics simulation, so that there are always new stuff to do and try, but that you can play in a relaxed way if you want. As long as the game proves to be good and is financially viable, I don't plan to abandon it after some features have being added, it could go on for years, why not!?
I really like the way games like Euro/American Truck Simulator, BeamNGDrive, Cities Skylines and Elite Dangerous are made: with great involvement from a community and constant and free updates and improvements. I don't think I'm going for the paid DLC way, even for the big content updates. I like the idea of a game you can have at the beginning, with just a few features, but a solid foundation, and years later you are still able to have fun with it, but with much more content, and more important, with no more money for it.
So, if you like the idea of a racing game to play the way you want, with any vehicle that comes to your mind, in crazy tracks, with lots of chaos, mayhem and solid physics, I hope you can enjoy the game from now on!
Steam store page is on-line! https://store.steampowered.com/app/1536740/TrackMaster_Free_For_All_Motorsport/
Update 0.1.1 brings 2 new weird vehicles and 1 new chaotic track!
Update 0.3
Update 0.4 - ExplosiVan!
What? A helpless van? I'm just going to ram it with a Monster Tru... wait, what is it carryin...BOOM!
Hello, I'm making a car game with rigidbody wheels and physics joint suspensions like you do and I'd like to know how do you set up the car's center of mass ? When I try to place it somewhere realistic, the car stands on two wheels on its own. Can you please help me?
@Unityfugee said: Hello, I'm making a car game with rigidbody wheels and physics joint suspensions like you do and I'd like to know how do you set up the car's center of mass ? When I try to place it somewhere realistic, the car stands on two wheels on its own. Can you please help me?
Hi, I'll be glad to help!
I suggest you open a thread, so that we can discuss it in better detail. Post some screenshots or videos of your setup. When dealing with physics and joints, there are so many aspects to consider that it's difficult to say what could be going wrong (like the mass of the bodies, the stiffnes and damping of the joints, even the physics FPS).
EDIT - One of the most important things I forgot to mention: the physics engine. Bullet lets you set the center of gravity position. Godot Physics makes an average of CollisionShape centers.
https://docs.godotengine.org/en/stable/classes/class_rigidbody.html
Nevermind, I think I solved it. I think it had something to do with the way I placed the joints in code.
Thanks for the tip, by the way !
Update 0.5 - TUMVE (TrackMaster Ultra Mobility Vehicle)
The TUMVE is a hybrid between all terrain military vehicles and off-road rally trucks!
https://store.steampowered.com/app/1536740/TrackMaster_Free_For_All_Motorsport/
Update 0.6 brings a pack of 4 new tracks and arenas.
The first of them is an Oval Track, a must in any respectable racing game.
The second is the Oval Cross, an oval track with an intersection (I just can't resist putting intersections in most of the tracks in this game...).
The third, the Half Pipe, is a track with 30 meter high ramps. I've got the idea from skateboarding half pipes, and thought of how I could make this concept into a racing track.
And finally, the Giant Globe, a 60 meter diameter sphere shaped cage. Globes of death exists in real life, most of the time only for bikes, and more rarely, for 1 car at a time. Here, 10 vehicles run wild to try their best at... hum... running wild...! I'm planning to add at least a racing event and a demolition derby in the future.
Update 0.7 - Master Loader!
After more than 2 years using Godot, and 1.5 year making TrackMaster, I decided to make a free and open source demo of the basics of how the game vehicles works.
Every time I've posted videos of TrackMaster's updates, I always received questions about how I made the physics, and how I use joints.
Seeing how there is little to no educational resources (tutorials) on 6DOF joints in Godot, I decided it was time to make a small contribution to the Godot community, and this is also a way to say "thank you" to this ever growing and awesome community.
https://github.com/Saitodepaula/Godot-6DOF-Vehicle-Demo
Update 0.8: events! Racing and FreeStyle. Also, lots of additions and improvements!
Update 0.9 - New event types: Master of the Hill and Tag
https://store.steampowered.com/news/app/1536740/view/3061878984177093253
Nice!
Update 0.10 - new event type: Red Rover!
https://store.steampowered.com/news/app/1536740/view/4555948886329302352
Update 0.11 - Kamikaze Race (also, first person camera)
https://steamcommunity.com/games/1536740/announcements/detail/3091161894486098783