Hello everyone.
I was testing the Vehiclebody node and while I've gotten most of the basics down, I can't seem to figure out how to implement drifting. What's the best way to approach this?

I think most just avoid the vehicle body and roll their own custom solution. VechicleBody is more so for situations where you need a basic vehicle, but it's not a core focus of the game/main gameplay loop.

I'm willing to bet there's some kind of formulae out there to simulate this, it will probably take quit a bit of research though, it depends how realistic you want it to be, but you could potentially get away with doing some kind of slerping behaviour maybe? Or maybe @Megalomaniak has a point and a custom solution might be better but it would take quite a bit of work that when you could just edit the vehicle settings appropriately.

    Indeed, there may be a solution out there just waiting to be found. I don't need complex drifting, just something light and arcade-like. I think it's a bit unnecessary in my case to write a custom driving system when there is already a vehicle system in place.

    If you make a search some topics should come up on the forums.

    6 days later

    After weighing my options, I decided to go with a custom vehicle implementation. Lethn trying to customize the vehiclebody physics for arcade uses did not end well.

      I haven't developed any racing games myself, outside of an extremely simple vehicle controller back in blender game engine in like 2005 or so. But I do recall seeing some examples of people implementing a rolling spherical physics body driving the animations of a car model. Searching for such examples might be a starting point.

      Lethn Thanks. Though I've tried that method. It works but something just felt off to me. I'm currently implementing the technique used in Space dust racers, and it's coming along nicely

        stanwick52 You may want to see about adjusting it to your liking in that case and find out what's putting you off then, lots of playtesting is in order 😃