626 karma · joined May 11, 2015
- Wheel modifiers (which wheels are on road, grass, boost tiles, etc)
- Control loss when airborne
- Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly)
- Speed / accel penalty when hitting a wall
- Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately)
- Boost handling
- Nudge the car to the side a little if it's trying to turn but is blocked by a wall
- Acceleration, friction, breaking, and drift-breaking
- Corrective side force (basically an extra friction perpendicular to velocity like you have)
- Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past)
- Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics
- Gravity
- Out of bounds checks
I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there
[1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri...
Does that one work better with vimium?
1. Bending pins from trying to insert a connector incorrectly 2. Running a full day of testing but forgetting to set up data recording 3. Accidentally leaving a screwdriver next to the hardware inside a thermal vac chamber in an overnight test
Fun times!
> Sent from my iPad
[0] https://www.youtube.com/user/dukope1 [1] https://www.youtube.com/watch?v=qZFoBvJf8Ug
Honestly, I wonder how much of this has to do with how much things have changed in the last 25 years. Games have gotten so much more complex and shifted their focus to multiplayer. It feels like it's no longer possible for a single developer to have so much impact. Rare developed multiple iconic games _per year_! Nowadays, developers can barely release one game every few years.
Also, MS acquisitions from the last 5 years have released standout games: Psychonauts 2 and Forza Horizon 5 are two that I played and loved and are certainly not "shovelware"
https://en.wikipedia.org/wiki/List_of_video_games_developed_...
Workday is a leading provider of enterprise cloud applications for finance and human resources. I'm leading the Distributed Systems & Cloud Services teams within Workday Prism Analytics. We build the infrastructure behind our self-service analytics stack, which is a core driver for Workday's growth. If you're interested in helping us scale up our distributed systems, please apply at:
https://workday.wd5.myworkdayjobs.com/Workday/job/USA-CA-San...
Workday is a leading provider of enterprise cloud applications for finance and human resources. I'm leading the Platform Core Services & Security Engineering team within the Workday Prism Analytics product, which enables self-service rich analytics and visualizations of Workday and non-Workday data. Our team works on a variety of challenges around API infrastructure, distributed systems / microservices, vulnerability management, as well as building customer-facing features.
Learn more and apply here: https://workday.wd5.myworkdayjobs.com/en-US/Workday/job/USA-...
Workday is a leading provider of enterprise cloud applications for finance and human resources. I'm leading the Platform Core Services & Security Engineering team within the Workday Prism Analytics product, which enables self-service rich analytics and visualizations of Workday and non-Workday data. Our team works on a variety of challenges around API infrastructure, distributed systems / microservices, vulnerability management, as well as building customer-facing features.
Learn more and apply here: https://workday.wd5.myworkdayjobs.com/en-US/Workday/job/USA-...