#gamephysics — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gamephysics, aggregated by home.social.
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In Unity, this means reducing Project Settings > Time > Fixed Timestep from 0.02 (50 Hz, default) to 0.002 (500 Hz).
Videos and solution explained: https://discussions.unity.com/t/collision-issue-between-fast-moving-object-and-static-object/1731479/13
#Unity #MadeWithUnity #UnityTips #Physics #Simulator #IndieDev #GameDev #GamePhysics #TireSimulation #Racing #RadioControl
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Comparing different versions of the new wheel model's behavior near zero velocity in Vehicle Physics Pro. The latest iteration (blue) resolves the stopping force causing overshoot and oscillation when braking to a stop at high inertia / low substeps. Plots: closed-loop stop, force vs. velocity across inertias, and burnout spin-down case.
#TireSimulation #Engineering #Physics #Simulator #GamePhysics #Simracing #VPPDev
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Interesting read: "Announcing Box3D" https://box2d.org/posts/2026/06/announcing-box3d/
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New Wheel Dynamics Model development issue: incorporating lateral displacement into the longitudinal equations introduces a discontinuity in the momentum derivatives. We need to review the combined-force calculations to properly accommodate the new longitudinal dynamics model.
#VPPDev #Unity #TireSimulation #Physics #GamePhysics #MadeWithUnity #Simracing #Engineering
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🚗 Build better vehicle feel for the price of a coffee ☕️: EVP is $3.60 on Unity Asset Store for a limited time.
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
Music: Firing Up by Maniac of Noise — CC BY 4.0
#Unity #AssetStore #Sale #IndieDev #GameDev #Physics #GamePhysics #Simracing #Driving
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💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
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Testing the effects of the inertia tensor on vehicle handling using the new Kinematic Wheel Colliders in Vehicle Physics Pro (Unity WheelCollider-free). Turns out the impact is very subtle compared to the legacy wheel colliders, suggesting yet another design flaw in Unity/PhysX WheelColliders.
#Unity #Physics #GamePhysics #TireSimulation #Simracing #VPPDev #IndieDev #GameDev
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Open vs. locked differential. A locked differential forces both drive wheels to rotate at the same rate, which can improve traction on slippery terrain. With an open differential, if one wheel loses traction, the available drive torque is limited by that wheel, so both wheels effectively lose tractive capability.
#MadeWithUnity #Physics #Simulator #TireSimulation #Showcase #Unity #IndieDev #GameDev #GamePhysics
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#UnityTips reminder: For the most physically realistic collisions and friction in Unity, use Patch Friction Type + Improved Patch Friction.
#Unity #Physics #GamePhysics #GameDev #Unity6 #UnityEngine #IndieDev
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¡Directo cortísimo de experimentación!
👉 https://twitch.tv/rafalagoon
Vamos a experimentar con físicas... ¿podemos aplicar fuerzas para que la una bola/canica vaya con "efecto"? 🤔
Ven a charlar, a trabajar juntos, a preguntar y a interactuar con el juego en el chat.
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A visual explanation of the Anchor property in Vehicle Physics Pro’s Wheel Collider.
The anchor position defines the point in the suspension travel where the suspension is anchored to the vehicle. It does not change the suspension’s properties, only the ride height.
#VPPDev #Physics #Simulator #Simracing #Unity #MadeWithUnity #IndieDev #GameDev #GamePhysics
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💡 #UnityTips: Make use of Unity's Physics.Raycast() function to detect collisions and interactions in your game world! 💥 Use it to create weapons, pick-ups, and more. #unity #unity3d #gamedev #gamephysics #IndieDev
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I'm deciding whether a mechanical animation system should be built on a current state plus deltas, or modeled against an absolute offsets.
State plus delta is the easiest to model correctly but suffers from error accumulation, noise, and inability to jump to a given state.
Absolute offsets (like the normal Unity animation rigging does) allows jumping directly to given states and can participate in constraints. It can also suffer from error accumulation and introduces modelling oddities.
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Now this is good mesh density for a racing track 3D model.
~10,000 triangles for a single 60 m patch. The full circuit comes in at nearly 1 million (~960,000) triangles, split into around 96 individual meshes for optimal physics processing.
#VPPDev #Physics #GamePhysics #Simulator #Simracing #Motorsport #IndieDev #GameDev #Blender
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“I own way too many car controllers than I would like to admit. This one is by far best.”
Thank you for the wonderful review on Edy’s Vehicle Physics! Support for Unity’s new Input System is coming in the next major version 😉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403#reviews
#Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #Physics #GamePhysics #Simulator #Driving
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My favorite driving trick: putting a car on two wheels. Also a proof test of realism for vehicle simulation models.
#Unity #MadeWithUnity #IndieDev #GameDev #Showcase #Physics #GamePhysics #Simulator #Driving
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Edy’s Vehicle Physics is 60% OFF today as part of Unity’s Iconic Asset Sale, celebrating 15 years of the Asset Store 🎉
https://assetstore.unity.com/packages/tools/physics/edy-s-vehicle-physics-403
We’re honored to be featured in this event. Since 2011, Edy’s Vehicle Physics has helped thousands of developers bring realistic and fun to drive car physics into their Unity projects.
Thank you for making EVP part of your journey ❤️
#Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator #Driving
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Inside the code of Vehicle Physics Pro. This is TireFrictionBase, the base class for every tire model implementation in VPP. You can implement any tire friction model and plug it directly into VPP. For example, you could run two instances of the exact same vehicle, each with a different tire model, and compare their behavior.
#VPPDev #Unity #IndieDev #GameDev #Physics #GamePhysics #TireSimulation #Simracing
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Visualizing Slip Ratio (left) and Slip Angle (right) as calculated by Vehicle Physics Pro. As part of the ongoing redesign of the tire flex model, we need to ensure that these calculations remain perfectly smooth and continuous across their full range.
#VPPDev #Unity #MadeWithUnity #Physics #GamePhysics #TireSimulation #Simracing #Engineering
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The Tire Friction Model v2 in Vehicle Physics Pro. Friction curves can be easily configured in the inspector to match available data or expected behavior. The latest iteration also adds rolling resistance to the tire specifications.
#VPPDev #ScreenShotSaturday #Unity #MadeWithUnity #Showcase #Physics #GamePhysics #TireSimulation #Simracing #Motorsport #PERRINN #Project424 #Engineering #DigitalTwins
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This awesome document (and video) is the new “Marco Monster” reference for programming vehicles in games. A clear, step-by-step guide for beginners on the special case of car simulation in games.
“Simulate the experience, not the machine” 👏👏
🔗https://wassimulator.com/blog/programming/programming_vehicles_in_games.html
🎥 https://www.youtube.com/watch?v=MrIAw980iYg
#IndieDev #GameDev #Physics #GamePhysics #Simulator #TireSimulation #Simracing
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News for Vehicle Physics Pro users: VPP has been upgraded to SDK v9.8. The main improvement is that it no longer requires Unity’s Legacy Input Manager.
The update is live now for Enterprise license holders. Professional and Community editions will follow soon.
Release notes: 🔗 https://vehiclephysics.com/about/release-notes-sdk-v9.8/
#VPPDev #Unity #AssetStore #IndieDev #GameDev #GamePhysics #Simulator
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Summer brings a slower pace, but we’re still pushing forward with these ongoing developments:
🔹 Removing dependencies on Unity’s Legacy Input Manager.
🔹 Refining tire compliance (tire flex — stiffness and damping) in the friction model.
🔹 Exploring new ways to implement kinematic suspension from real-world data.
As always, feel free to reach out for a good tech discussion!
#VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #ScreenShotSaturday #Physics #GamePhysics #TireSimulation
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Upcoming work includes completing the new VPP Input Manager with support for Unity’s Input System, and major improvements to the tire contact model and its connection to steering force feedback.
Changelog: https://vehiclephysics.com/about/changelog/
#VPPDev #Unity #MadeWithUnity #IndieDev #GameDev #FFB #GamePhysics #TireSimulation #Simracing
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Hitting a bump on the highway at 220 kph / 136 mph 😳 There's little the driving assists (ABS, ESC, etc.) can do here…
#Unity #MadeWithUnity #IndieDev #GameDev #Physics #GamePhysics #Simracing
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In #astrophysics it is often talked about how big objects deflect smaller ones. In may head this looks way too cartoonisch. Like when two objects in a #gameengine collide, bug out and get just violent tossed around 😂 #gamephysics Asteriods getting to close to the sun just do a #tf2 funny ragdoll when they get yeeted back out into the void.
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Testing the braking assistance in tough conditions: decelerating from 130 to 0 km/h in 4.5 seconds while entering a curve and going downhill.
#VPPDev #Unity #MadeWithUnity #AssetStore #IndieDev #GameDev #ScreenShotSaturday #Showcase #GamePhysics #Simulator #Simracing #Driving
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#gamedev #indiedev #dotnet #nuget #csharp #fsharp #visualbasic #box2d #gamephysics HughPH.Box2D package now has Box2D multithreading by default, and World events for BodyMove, Contacts & Sensors and with (optional) parallel event execution in the latest prerelease version :)
HughPH.Box2D 2025.5.11.226 -
Unity 6.1 is now available, and Vehicle Physics Pro has been updated for full compatibility with the Unity 6 API.
The update is already live in the Enterprise license repositories. Professional and Community editions will follow soon.
Release notes: https://vehiclephysics.com/about/release-notes-sdk-v9.7/