Hello, community!
I want to share my final project — RacingGodot. It's an implementation of arcade car physics for the Godot Engine, created without using the built-in "VehicleBody" class.
The essence of the project:
I decided to take my own path and built a physics model from scratch, using "RigidBody" for collisions and a "RayCast" system — rays for the suspension. This provides full control over the car's behavior and great flexibility in tuning.
Key features:
Fully custom physics: Based on "RigidBody" + "RayCast".
AI opponents: Rivals drive on the track using predefined "Path" paths.
Multiple camera modes (first-person, third-person, static) with switching via a single button press.
Engine sound that changes depending on RPM, and tire skid effects.
Web demo: The project can be tried directly in the browser.
Controls are classic: arrow keys for movement, SPACE — handbrake, plus additional keys A, D, B, V for adding/removing opponents, looking back, and switching the camera. The full list is on the project page.
Link to the project:
https://gsaone.github.io/racinggodot
Also on itch.io:
https://sergeygrigorev.itch.io/racinggodot