Hi! This is incredible! I want to ask 3 questions: 1. How did you simulate a 40/60 weight distribution? 2. How do you manage to make the car have a seamless shift without a sharp drop in RPM while shifting? 3. Are you using Wheel Colliders or your own wheel physics? Thanks in advance!
Euron from what I’ve seen, you can actually adjust the mass in the rigid body component. And use forcemode.velocity to the wheels.. but I’m no programmer
I think I'd be able to answer those for you: 1.) The Rigidbody.centreOfMass can be adjusted to 40/60 by making it 60% towards the rear of the vehicle. (This can be approximated by specifying the length of the vehicle. 50/50 should be directly in the centre of this length. This all assumes the vehicle model is not offsetted and has a pivot point in around exact center, if it isn't and you want accuracy, it would need to be adjusted) 2.) His RPM calculation is most likely not coming *directly* from the wheels, but is instead a velocity that is being added to and subtracted from at run time, this results in smoother RPM's, instead of using the wheel's rotation speed directly people do with wheel colliders. The old 3.x Car Tutorial (now removed from asset store) took this approach in the ~AlternatePhysicsModel section. 3.) He is using his own custom wheel physics, with an implementation of the Pacejka tyre friction model. (I believe the '89 version, from a forum thread of his I read a while back)
@@sefatunckanat This is the forum post I mentioned, but it doesn't give much information specifically about the Pacejka tyre model: forum.unity.com/threads/motorsports-dynamics-engine-a-k-a-modyen.126046/ In the 'List of Key Features" under the "Tires" sub-heading in the main post he mentions his use of the 1989 version of the tyre model. He might have changed it since then, but unlikely. If you want the actual Pacejka formulae; Edy wrote a great article on the 1994 tyre model here which I've used personally: www.edy.es/dev/docs/pacejka-94-parameters-explained-a-comprehensive-guide/ For a game you don't really need anything newer than that. Newer models like PAC-2002 are just overkill for a **game** .
@@mikejzx Thanks, great reply! Here are some corrections. 1. There are slightly different approaches to the center of mass, but the one that I use, sums up the distance of front and rear axle (results in wheelbase) and divide it by half. Then you get the 50/50 actual center of mass, with some minor tweaks, you can then change it from 50/50 to 40/60 with ease. 2. My RPM calculation is actually similar to the 3.x ~AlternatePhysicsModel it uses wheel angularvelocity to calculate the RPM of a wheel directly (angularVelocity * (PI/30) = RPM) The seamless shift, is due to the fact that I actually simulate clutch as a rotational part aswell. So the velocities of the engine and wheels (through gearbox) have to match up first. Like in a real car hey! 3. I have my own wheel physics that is true. The physics model currently supports Pacejka89 and Pacejka94 (tho most of the data you can find is Pac89) I also recently integrated MF5.2 which has a noticable impact on friction. But as said for a game, might be a overkill. I also like to note out that My physics simulation relies on Runge - Kutta 4 Solver model, which enables high accuracy on lower refresh rates. For instance you can now have highly stable vehicles at 60hz. Previously you required 1000hz in order of realistic physics. Now thanks to Runge - Kutta 4 solver, each millisecond, the main calculation gets divided into 4 sub calculations, that are summed together in the end. The reality is that there are 6 calculations. 1 initialization 4 steps and 1 final step. This is what makes the simulation stable. Previously there were small errors that broke the whole simulation at low friction.
Hey man Great work... working on a racing game myself but as you already guessed my vehicle physics is nothing compared to this... How can I have such great physics and camera response in my game. Thanks in advance
It could also be because steer input is oversensitive with gamepad. Ive to revisit the steer code to add a sensitivity curve or something like that. Specially the first 1/4 of the range feels too sensitive. Or finetume the steer sensitivity damped by speed.
Cool as ussual Your setups tend to slip a bit too easily. I believe its due to your passion for drift XD. Please try a setup that prior to drift the weight transfer is more visible aswell the tires are seen to hold greater grip because they usually slip as soon as they seem to have a bit of extra load.
I'd like to learn how to do this and make a Hill Climb racing game. I want to build the US 19/129 highway. How awesome would it be to build a track builder where you import certain roads into a video game and add all the trees and buildings from an object depot?
HI bro, im a car racing dev, but i want make a car physics like that, can you teach please? i realy need that for my project in unity 3d engine and i dont have a base for start. sorry by my inglês, my idioma is portuguese
Thanks, Ive been working on a mobile alternative, that has less calculations but simmilar feel, might be releasing this year. Unsure how to label it as it will lose it's hardcore realism, but it feels sort of GTA IV 'ish, lots of body movements etc. Not sure of Mobile Version of MoDyEn. I previously experimented with iOS, the problem was that the physics booted up on the second or third time launching the app. So the first time you always ended up with a glitching buggy mess. I guess mobile CPU's work a little different afterall when trying to read library packets...
Really awesome! Do you have any resources so we can learn how to make things like this? I also want to learn how to make it controllable with a steering wheel set.
How do you keep the camera close to the car even at high speeds. While still being able to be smooth and show the sides of the car while drifting/sliding
I use something like this: Vector3 lookToward = target.position - transform.position; Vector3 position = (target.position - lookToward.normalized * dist); and distance is something like 5 or so...
Hello, it's a conversion. I bought the NFS Shift DVD and downloaded some tools to extract the track. Once it was in FBX file format I was able to continue in unity.
Thanks. Yes this physics model is acquirable on the Unity Asset Store, but the Surface Manager, that comes with it, is outdated and causes slowdowns(because it runs on every frame, good for prototyping). I have addressed it and the new version will have a much better surface manager. The reason it is shipped currently, is that it works and some talented programmers can actually advance the Surface Manager to suit their needs, that's why I left some pieces open source in this package. After all I am selling the physics model, not the tweaks and whistles that rely on the physics model. That's just the extra that comes with the pie so you can have a head-start :) .. If you wish to acquire the full source license, then you have to contact me directly.
Were you couter steering your self or the game is if so this game really deserves to be reckoned maybe build an arcade rig and put at your nearest arcade center people would love playong this instead of wangan remembee to add force feedback cuz battle gear 4 had it and it was hella fun then wangan .
sorry but this exact demo was for personal use only. The physics package was released from 2013 to 2018 in Unity asset store and then they decided to terminate my products. Maybe they were not suitable for the general users of Unity.
Assets used in this build are created by Slightly Mad Studios. I dont own the rights to sell or ship any commercial product with these assets, but I use them as placeholders, before I get my own original content made. Artists are the most important people in the industry and it also is quite hard to work with them, if you dont have any $$$ to spend on a project.
Thank you, infact Forza Motorsport 4 was the aim with these physics. Really love the Forza series by Turn10. The source is acquirable directly by contacting me.
your gameplay is beautilful man . You know what is a gameplay for a game :) THANK YOU !
thank you! I had fun playing it, maybe I can even upload it if If I have the build somewhere...
great project. best unity race physics/game i have ever seen
Thank you! I am having hard times finishing this tho, because of lack of authentic media
@@raveltammeleht6278 what type of media exactly? I'd like to help out and maybe share some ideas!
not going to lie, this looks so much fun
Hi! This is incredible! I want to ask 3 questions:
1. How did you simulate a 40/60 weight distribution?
2. How do you manage to make the car have a seamless shift without a sharp drop in RPM while shifting?
3. Are you using Wheel Colliders or your own wheel physics?
Thanks in advance!
Euron from what I’ve seen, you can actually adjust the mass in the rigid body component. And use forcemode.velocity to the wheels.. but I’m no programmer
I think I'd be able to answer those for you:
1.) The Rigidbody.centreOfMass can be adjusted to 40/60 by making it 60% towards the rear of the vehicle. (This can be approximated by specifying the length of the vehicle. 50/50 should be directly in the centre of this length. This all assumes the vehicle model is not offsetted and has a pivot point in around exact center, if it isn't and you want accuracy, it would need to be adjusted)
2.) His RPM calculation is most likely not coming *directly* from the wheels, but is instead a velocity that is being added to and subtracted from at run time, this results in smoother RPM's, instead of using the wheel's rotation speed directly people do with wheel colliders. The old 3.x Car Tutorial (now removed from asset store) took this approach in the ~AlternatePhysicsModel section.
3.) He is using his own custom wheel physics, with an implementation of the Pacejka tyre friction model. (I believe the '89 version, from a forum thread of his I read a while back)
@@mikejzx can you write forum thread link of Pacejka tyre model? I couldnt find it
@@sefatunckanat
This is the forum post I mentioned, but it doesn't give much information specifically about the Pacejka tyre model:
forum.unity.com/threads/motorsports-dynamics-engine-a-k-a-modyen.126046/
In the 'List of Key Features" under the "Tires" sub-heading in the main post he mentions his use of the 1989 version of the tyre model. He might have changed it since then, but unlikely.
If you want the actual Pacejka formulae; Edy wrote a great article on the 1994 tyre model here which I've used personally:
www.edy.es/dev/docs/pacejka-94-parameters-explained-a-comprehensive-guide/
For a game you don't really need anything newer than that. Newer models like PAC-2002 are just overkill for a **game** .
@@mikejzx Thanks, great reply! Here are some corrections. 1. There are slightly different approaches to the center of mass, but the one that I use, sums up the distance of front and rear axle (results in wheelbase) and divide it by half. Then you get the 50/50 actual center of mass, with some minor tweaks, you can then change it from 50/50 to 40/60 with ease.
2. My RPM calculation is actually similar to the 3.x ~AlternatePhysicsModel it uses wheel angularvelocity to calculate the RPM of a wheel directly (angularVelocity * (PI/30) = RPM) The seamless shift, is due to the fact that I actually simulate clutch as a rotational part aswell. So the velocities of the engine and wheels (through gearbox) have to match up first. Like in a real car hey!
3. I have my own wheel physics that is true. The physics model currently supports Pacejka89 and Pacejka94 (tho most of the data you can find is Pac89) I also recently integrated MF5.2 which has a noticable impact on friction. But as said for a game, might be a overkill.
I also like to note out that My physics simulation relies on Runge - Kutta 4 Solver model, which enables high accuracy on lower refresh rates. For instance you can now have highly stable vehicles at 60hz. Previously you required 1000hz in order of realistic physics. Now thanks to Runge - Kutta 4 solver, each millisecond, the main calculation gets divided into 4 sub calculations, that are summed together in the end. The reality is that there are 6 calculations. 1 initialization 4 steps and 1 final step. This is what makes the simulation stable. Previously there were small errors that broke the whole simulation at low friction.
Hey man
Great work... working on a racing game myself but as you already guessed my vehicle physics is nothing compared to this...
How can I have such great physics and camera response in my game.
Thanks in advance
It could also be because steer input is oversensitive with gamepad. Ive to revisit the steer code to add a sensitivity curve or something like that. Specially the first 1/4 of the range feels too sensitive. Or finetume the steer sensitivity damped by speed.
That nurburgring norfdschlief
This is beautiful. It's could make a great racing game
Man i want to play this game :P
Holyshit i hope mobile gaming could be like this in no time
Cool as ussual
Your setups tend to slip a bit too easily. I believe its due to your passion for drift XD. Please try a setup that prior to drift the weight transfer is more visible aswell the tires are seen to hold greater grip because they usually slip as soon as they seem to have a bit of extra load.
Where did you learn to make these elegant games? Guide us to make gud games and learn game Dev
This looks like MoDyEn! Are you Releasing/Selling this project?
What's MoDyEn?
How did you handle sound?
The sound is handled by looping a bunch of samples and fading their volumes depending on RPM points. The pitch is changed relatively to the engine RPM
Can you do a series on this... I
hey dude , how to create a gear ratio ?
I'd like to learn how to do this and make a Hill Climb racing game. I want to build the US 19/129 highway.
How awesome would it be to build a track builder where you import certain roads into a video game and add all the trees and buildings from an object depot?
where do i play
Now that's a test drive
It looks like a RUF CTR! Cool!
HI bro, im a car racing dev, but i want make a car physics like that, can you teach please? i realy need that for my project in unity 3d engine and i dont have a base for start. sorry by my inglês, my idioma is portuguese
Tem um canal muito bom que ensina um pouco dessas fisicas mano, original generation studio, ele e brasileiro
i hope your asset can support phone in the future
Thanks, Ive been working on a mobile alternative, that has less calculations but simmilar feel, might be releasing this year. Unsure how to label it as it will lose it's hardcore realism, but it feels sort of GTA IV 'ish, lots of body movements etc.
Not sure of Mobile Version of MoDyEn. I previously experimented with iOS, the problem was that the physics booted up on the second or third time launching the app. So the first time you always ended up with a glitching buggy mess. I guess mobile CPU's work a little different afterall when trying to read library packets...
Epic please give download link for this assets please please
Really awesome! Do you have any resources so we can learn how to make things like this? I also want to learn how to make it controllable with a steering wheel set.
I am trying to post as much as possible to my dev blog, located at slicktires.tumblr.com/
How do you keep the camera close to the car even at high speeds. While still being able to be smooth and show the sides of the car while drifting/sliding
I use something like this:
Vector3 lookToward = target.position - transform.position;
Vector3 position = (target.position - lookToward.normalized * dist);
and distance is something like 5 or so...
If I am right you are driving on Nurghburgring. But how do you have this track inside the unity editor?
Hello, it's a conversion. I bought the NFS Shift DVD and downloaded some tools to extract the track. Once it was in FBX file format I was able to continue in unity.
share scene please, if its not commercial
Wow
Do you sell this racing physics?
Thanks. Yes this physics model is acquirable on the Unity Asset Store, but the Surface Manager, that comes with it, is outdated and causes slowdowns(because it runs on every frame, good for prototyping). I have addressed it and the new version will have a much better surface manager. The reason it is shipped currently, is that it works and some talented programmers can actually advance the Surface Manager to suit their needs, that's why I left some pieces open source in this package. After all I am selling the physics model, not the tweaks and whistles that rely on the physics model. That's just the extra that comes with the pie so you can have a head-start :) .. If you wish to acquire the full source license, then you have to contact me directly.
That camera reminds me of porsche unleashed c:
Demo Please !
Can I get particle of the flames please?
it's awesome.How did you handle sound?used fmod or wwise?
Were you couter steering your self or the game is if so this game really deserves to be reckoned maybe build an arcade rig and put at your nearest arcade center people would love playong this instead of wangan remembee to add force feedback cuz battle gear 4 had it and it was hella fun then wangan .
Is this an asset?
thats AWSOME
Do you also have cars to add or download?
this is awesome
Amazing work in Unity! Did you used the WheelCollider or did your own?
I would like to see you adapt this into an open world driving game like Forza Horizon!
Odd question but, what did you use for the ground? Did you make a terrain? Or something else?
How do you did it make so realistic with unity? Maybe tutorial?
download realistic car controller
has this ever bern released?
sorry but this exact demo was for personal use only. The physics package was released from 2013 to 2018 in Unity asset store and then they decided to terminate my products. Maybe they were not suitable for the general users of Unity.
Can I have a tutorial
How do I make it
Asset used in demo are created by you or hired any artist ?
Assets used in this build are created by Slightly Mad Studios. I dont own the rights to sell or ship any commercial product with these assets, but I use them as placeholders, before I get my own original content made. Artists are the most important people in the industry and it also is quite hard to work with them, if you dont have any $$$ to spend on a project.
hi! you created this game ? O_o ?
Hmmm... how i will say it?!.... Can we get the link, PLEASE????? BTW BEST PHYSICS I HAVE EVER SEEEN!!!!!!
thanks! I dont know if I have the build anymore, will check, and update the description once I find it.
@@raveltammeleht6278 Then can you the reply in the comments when u update the description??
Is the asset or project being sold?
Hello, the physics model is. But the assets are from another game.
thats cool
Is this a kit or template? Is it for sale and downloadable? How much for the engine?
These physics are almost as good as Forza Motorsport 6. Are you planning on selling the code for this?
Thank you, infact Forza Motorsport 4 was the aim with these physics. Really love the Forza series by Turn10.
The source is acquirable directly by contacting me.
this is my car game made with unity called GTM Cars
ruclips.net/video/iYcxZmQXGZs/видео.html
Nürburgring =)
well, seems like you never have drove real car. that car handles like soap
It's said it's meant to be a simcade
Still, it doesnt look like it handles like a real car. It slides with the slightest of inputs.