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Hey i am doing the same kind of thing but with bikes. I first tryed useing the vehichle body node but the pysics behind that are quite weird. So i have decided to go with custom implemetation. Any idea how I could do this

An accurate bike sim that is fun to play is going to be a very steep challenge. I recommend abstracting the idea and making something arcade-style in design, but with realistic performance. Otherwise, it will be very difficult to prevent the bike from being erratic and difficult to control.

Which kind of implementation you use depends on how you want the bike to feel. Maybe a rolling sphere 🙂:

https://kidscancode.org/godot_recipes/3.x/3d/3d_sphere_car/

Hi yes I am looking for an inbetween. I looked into the rolling sphere however it faces a few problems. First of all the kids can code using move and slide woth snap. the code also tends to keep u on the ground. whereas I am going for a more descenders like option. realsitic but fun when youget used to it. Also I dont really like the whole drifting idea. 

You can try just about anything you can imagine; how it looks and feels depends on how you tune it and animate it. Maybe a sliding capsule shape is what will work for you.

Hi thanks. I have recently started using vehicle body node but whenever I ride up to a jump it treats it as a wall, and kind of glitches. for now I am getting over this by using the KidsCanCode align with surface code