The physics in this game are very good, especially momentum and centers of gravity when the vehicles are in free-fall. I also think the play-control is comparable to other racing games, so great job on that. If you don't mind my asking, what method you are using to keep all four of the vehicle's wheels on the terrain and the vehicle's rotation correct as it drives over various altitudes?
Paulscode,
Thanks for trying it out, and for the kind words.
I am use the wheel ray-casting technique to find out where each wheel would rest, if the car is on the ground. That is to say, that you can work out the distance from (wheel.x, H, wheel.z) to the ground model, using a straight down movement vector (0,1,0). This gives you the y position the of the wheel when touching that particular point on the ground. If you do this 4 times, once for each wheel, you can then work out the x and z rotation of the car to match those 4 height coords. I believe (but don't quote me on this
, this method is used in the jpct car example, as well as the vehicle demo that comes with the jbullet physics engine, and in other car related games. It is pretty simple, efficient, and fast. I think some other solutions involve casting a volume (such as a cylinder) for greater accuracy, but rays were good enough for me.
I hope this helps, I am usually very bad at explaining these kind of things
Ben.