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  • To the creator, thank you. I spent many years almost 2 decades alter playing multiplayer gta2 with my good friend during late night sessions.

    Thank you for a great little physics engine

  • 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

  • This is what taught me how to do handbrake turns.

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

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

    http://truckslop.joshu.dev/

  • 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.

  • 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
  • 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.

  • 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...

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