- Instead of looking at the mechanics from an x/y perspective, we must look at it from a lateral/longitudinal perspective. This is because vehicles can turn, as well as because the resistance to movement is much higher when you try to push a car sideways. - The main problem with making convincing vehicle physics deals with traction. If you just take longitudinal velocity into account, your traction will do the same. I have seen too many vehicle simulators on Scratch where cars have infinite cornering force. - Without lateral velocity and traction, it is possible to make a u-turn at a very high speed. This is not remotely possible in any production vehicle created to this day. If you were to try this, you would lose traction and your car's velocity would shift from lateral to longitudinal. Basically you would spin out. - The challenge with this is changing longitudinal velocity into lateral velocity when the car turns. When any car turns, there is an amount of side-slip that occurs. This side slip can be represented as a function, since side-slip is manageable up to a certain point, where you will spin out after reaching the point of no return.
- The issue when traveling at 45 degrees has been fixed, did work to rotation equations - It looks like I have fixed the issue with delta time as results on turbowarp and scratch are the same. (60fps vs 30fps) - I am quite pleased because it feels like driving a car now -This will probably be the new and revised physics engine for my upcoming game. (Of course the game will have scrolling functions) - I implemented a rudimentary directional slip function. It is hard to visualize in scratch, so you can also see it here: https://www.desmos.com/calculator/z8e469bzdr #cars #games #vehicle