FGear Vehicle Physics (v1.4)

Hi,

I am currently working on a racing game with ramming and shooting aspects.

I have used Physx as a starting point but realise that this is outdated and I would need to change/implement a lot of stuff to fix it to the way I want, and wonder if it would be easier to save myself a lot of time and hassle to use your system.

With Physx I have the following issues which I wonder if your vehicle system would handle better:

  1. When crashing vehicles or particularly two parallel vehicles colliding Physx makes the vehicles flip and jump in very unrealistic ways and occasionally the vehicles fly off into outer space

  2. When turning the friction on the tyres right up to achieve more of an arcade feel the vehicles seem to roll, unless I add artificial anti roll which then throws the long/lat slip out of alignment

  3. When creating vehicles with external wheels in Unreal (outside of the main car body like a monster truck) the wheels catch on objects and other vehicles and create similar effects to point 1 (flipping etc)

Furthermore I was wondering could your system handle the following:

  1. Change of wheel size and friction at runtime (for a busted wheel)

  2. Change of collision shape at runtime due to damage

  3. Wall riding for prolonged periods

Thanks