2D Vehicles

patkerr.co.uk

204 points by Michelangelo11 3 days ago


zeroq - 15 minutes ago

When mentioning foundational 2d driving models one simply can't omit Marco Monster (2003) [1].

Also Physics for Game Developers (2001) had a hilarious chapter dedicated to car racing simulation. Most of the chapter is dedicated building the scene in a minute detail - for instance pointing out that the center of gravity of the car will change during the course due to fuel consumption - only to simplify and cancel out most things at the end to leave the reader with just a handful of variables.

[1] https://www.asawicki.info/Mirror/Car%20Physics%20for%20Games...

wongarsu - 41 minutes ago

GTA I and II had really fun car physics. Just driving around and evading police was fun, in a way the later 3d games in the series didn't quite capture for me

slowin - 2 hours ago

It still feels great to play! I love the history too, it's actually a great example of why prototyping "toys" is so important in product development. It allows you to play with isolated concepts without baggage or the expectation to make things production grade. Just getting straight to the point.

Great story, programming and mechanics.

matsemann - an hour ago

I'm sorry, I really want to like and understand this, but the diagrams are worthless and mostly incomprehensible.

I would've liked to understand more about why it works the way it does, how it achieved the correct feel etc, not just regurgitate whatever the code does.

I would've liked to know more about how the author achieved what they did, not a blog post anyone with an llm could've written.

joshu - 2 hours ago

no dynamics model (uses bicycle model) but i built a solver for parking

http://truckslop.joshu.dev/

londons_explore - 2 hours ago

This is what taught me how to do handbrake turns.

And shortly after I learned how expensive tyres were, I stopped doing handbrake turns.

codeulike - an hour ago

Interesting that he namechecks Thrust from 1986, an absolutely amazing game for the BBC Model B, and I guess the first 'physics' game I ever encountered. The 'towing' physics were amazing.

https://youtu.be/Dt44PEIWBRg?is=CbVTRyDfo8Nt56fH

Thrust was by Jeremy C. Smith who went on to work on Exile with Peter Irvin

bita_nidir - an hour ago

Nostalgic!

It'd be amazing to hook is up with the engine sound simulator: https://github.com/ange-yaghi/engine-sim

LumJerliu - 15 minutes ago

Really nice game

andremendes - an hour ago

If you accelerate the Car, then switch the configuration from Car to Brick, the brick won't slow down. Not sure whether is it intended but it feels wrong.

MisterMunchkin - an hour ago

Even that little simulation is really fun. I’d like to play a little 2D game with this mechanic.

jryb - an hour ago

d doesn't turn right for me, but shift+d does. Arrow keys do work though.

iammjm - an hour ago

Really nice. GTA 1 & 2 were really amazing. I had a lot of good times with them.

hendry - 2 hours ago

Feels like the original, just need some thing to run over.

Cadman021 - an hour ago

I liked your idea. It was really cool.

gaghak2010 - 2 hours ago

It's an interesting project, although not a physics expert I am so curious what the original version looked like!

carlos256 - an hour ago

AI content.

rrr_oh_man - 2 hours ago

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Just give us the prompt..
NewsaHackO - 2 hours ago

>One weekend in late August 1996, I wrote a 2D physics simulation which later became the basis of the vehicle system in the eventually popular game "Grand Theft Auto" aka "GTA".

I don't mean to be... judgemental, but if you had the talent to go something like this, why devolve on the remake? One could think that a person with your level of skill would be one of the main vanguard for hand coding. Again, I don't want to be too judgemental, as I am not a great programmer and use assisted tools when planning and designing personal apps, but I am just curious.