FGear is a custom vehicle physics solution that helps you build arcade or semi-arcade style racing games.
It is mostly focused on 4 wheel cars but multi axle setups are also possible.
The library consists of a core module and some extra components that were used while making the demos/example project.
unfortunately the included cars will not be game ready models, basic models like unreal’s sample vehicles.
the car models in the touring demo are not included.
FGear 1.0 was released for unity in January and we released two more updates until now, it will be similar for the unreal version. If we do not hit some technical limitation/problem wall, we will add all the features listed in the first post. In the long run we will continue improving the core library, fixing bugs etc. but we do not want to spend time on gameplay specific features like enter/exit vehicle or headlights etc. so the feature list may not expand a lot but we will try to keep the core features solid and stable.
hi, fgear supports multi axle setups but tracked vehicles have different mechanics so the initial version will not support that.
we continuously improve the library so we will consider adding this feature in the future releases.
the initial release will not be replicated(it does not mean that you can not make a multiplayer game), this is planned for the first update after initial release.
As long as everything is exposed to BP, i don’t have any issues.
I’ve tried your demos, and i’m liking it so far.
However, i would like to have a UI that allow us to change values of cars on realtime so we can monitor the effects.
like spring force and all stearing values, torque, max rpm,… ect. i believe this would be the best demo for this kind of product.
Also please make the camera rotatable using middle button or anything else so we can see the around the car (for example watching the suspension on the bumps)