Hello everyone
I have just release a physics system for vehicles with wheels to easily create car games of any kind.
It’s a C++ plugin, completely usable in blueprint.
You can test the demo : Demo
Available on fab : DriveSim
Basically, I needed a drivable car (and also managed by AI to drift a bit) for my game, and I was going for a chaos vehicle, but in the end I needed more flexibility to create different types of car more easily, and a system that was simpler to configure (no need for rigged mesh, less complexity to set up the vehicle, ease of adding new features and full controls . …), so I created this system which I’m going to use as the basis for my main game, and which I’ll evolve over time in parallel.
Here are the features
- Easy to use and modular: Just import your 3D model car mesh and wheels separately, add wheels components, adjust placement in editor and it’s done
- Realistic and stable physics: Raytraced suspension, torque and RPM-based engine modeling, Gearbox managment, dynamic physics force per wheels, drift assistance
- Automatic or manual transmissions (in auto, it is still possible to manually force gears)
- Integrated features: Anti-gravity, Air-controls, skid marks and sounds (assignable sounds for different surfaces), vehicle engine sound
- Configurable or predefined settings: Torque curve, Steering curve, wheel friction, Gear ratio and RPM limits
- AI controller: Spline-based navigation with dynamic acceleration and braking decisions
- Blueprint-ready: Harness the power of C++ with the simplicity of Blueprints
- Supported inputs: Steering, throttle, brake, handbrake, gear-up, gear-down, reset
- Network replication supported
- (this plugin do not use chaos vehicle)
I am open to any request for evolution and improvement.
Good driving