Vehicle Physics (Bullet RaycastVehicle)
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- Dominant language
- C#
- Stars
- 7.8k
- Forks
- 1.2k
- Avg merge
- 2d 17h
- Merged PRs (30d)
- 49
Description
A powerful, customizable but easy setup for fast creation of a vehicle physics simulation. Stable behavior on every ground. No weak, glitchy and jiggling physics. (no sink in the ground or jump away by collision intersections.) A high goal for a great engine. Just an idea. Or is there already a vehicle system?
I expect a Car Object with 4 (custom amount) of wheels and the developer has just move the meshes to it and directly drive with optimal settings.
For example create a tractor and drive on offroad tracks. Or a racing car on asphalt.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names a vehicle-physics system based on Bullet RaycastVehicle but does not identify files, entry points, or tests. Start by checking the existing physics and vehicle systems in Stride, then determine whether a vehicle system already exists and define the required API, wheel behavior, terrain stability, and validation cases before implementation.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100