[PLUGIN] DriveSim - Vehicle physics system

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 :wink:

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Stress test for physics and integrated IA controller

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