BeamNG.drive? Oh, I have it, played around in it for 2.3 hours. It's more simulation than game and just made me feel like I need one of those steering wheels.

@Erich_L said: BeamNG.drive? Oh, I have it, played around in it for 2.3 hours. It's more simulation than game and just made me feel like I need one of those steering wheels.

Oh :( I play it with controller or wheel depending on what I'm doing. I think controller is still fine but I wouldn't use a keyboard. Guess its not your type of game then?

@DJM said: looks awesome! please try this old mini model in your setup https://sketchfab.com/3d-models/compact-race-car-d597c8aa778a4f49ab1a38ba31872704

im planning on having a driving sequence in my game, your controller looks really fun would a halo warthog like vehicle be possible with your setup?

Thanks! The mini looks nice but I want to do all models myself.

A warthog like vehicle would probably work great because of the long suspension length but if you just have one driving sequence I would try out the default Godot vehicle implementation. I'm doing my own vehicle controller just for fun. That does not mean that the default one is bad. I mean I never tested it so idk how good/bad it is but I think its using a similar approach as I do right now (single raycast) so it comes with the same limitations.

@7892 said:

@DJM said: looks awesome! please try this old mini model in your setup https://sketchfab.com/3d-models/compact-race-car-d597c8aa778a4f49ab1a38ba31872704

im planning on having a driving sequence in my game, your controller looks really fun would a halo warthog like vehicle be possible with your setup?

Thanks! The mini looks nice but I want to do all models myself.

A warthog like vehicle would probably work great because of the long suspension length but if you just have one driving sequence I would try out the default Godot vehicle implementation. I'm doing my own vehicle controller just for fun. That does not mean that the default one is bad. I mean I never tested it so idk how good/bad it is but I think its using a similar approach than I do (single raycast).

i want 4wd and steering on all wheels, havent really looked at the default example to be honest

8 days later

Quick update on what I'm currently working on. Once this is working properly (currently only working for this specific mirror rotation, no plane aligned view frustum) I will use this for ground reflections and maybe as a mirror but since a mirror needs a high resolution it would be a big performance hit.

Next step is to use this for reflections in my actual materials and not just as a mirror. But honestly I have no idea how so ideas are welcome if you have any :D

That looks really good. I always missed the planar reflections from the old games. They stopped doing it, because it ate so much performance, but SSR never looked anywhere near as good. Godot 4.0 has SDFGI reflections, which can be combined with SSR, but sadly there is a delay. It doesn't update every frame so ends up looking kind of choppy. It's okay for some effects, but not for mirror surfaces.

Godot 4.0 has SDFGI reflections, which can be combined with SSR, but sadly there is a delay. It doesn't update every frame so ends up looking kind of choppy. It's okay for some effects, but not for mirror surfaces.

SDFGI reflections update in real-time (with regards to camera movement), but they don't support dynamic occluders that will be reflected in GI.

@cybereality said: That looks really good. I always missed the planar reflections from the old games. They stopped doing it, because it ate so much performance, but SSR never looked anywhere near as good. Godot 4.0 has SDFGI reflections, which can be combined with SSR, but sadly there is a delay. It doesn't update every frame so ends up looking kind of choppy. It's okay for some effects, but not for mirror surfaces.

Yeah especially if you know how SSR work and you play a game and you can see the fading at the edges of the screen (same for ao). Once seen you can never unseen it. Hate this in FPS but its working great for e.g. racing games (see NFS 2015/16) because the camera is horizontal most of the time. Planar reflections are just satisfying to look at (but they are also not perfect of course).

I have no idea what I'm doing but I guess it was a rainy night:

a year later

7892 Hi, I'm trying to do the same thing but I can't succede. I have implemented the suspension force, but when i try to add the accelerating/brake force my model just act strange: it start to rotate on itself going up and i don't know why, I just applied z-force on the wheel, why the car rotate? Can you share your code?

All the example I readed and saw on youtube are all in Unity and some functions are not the same.

12 days later

Sorry I dont have access to the project right now (its probably somewhere in my backup void...).
Increasing physics fps to 180 or 240 solved a lot of weird behaviors for me.
Also test each force individually and make sure that you always use the correct local/global space for your forces (that was the biggest problem for me...).
And the values are pretty sensitive (at least in my case) so test them with small increments!

I have added another video (see main post) that was pretty helpful too.