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36 votes

Why do most racing games have tracks that are closed loops?

I'm not sure about your assertion of "most" - many games like GT, DriveClub, etc, have many point-to-point races... But there are two reasons to this: Firstly, many real-life races are lap-based on ...
HorusKol's user avatar
  • 371
26 votes

Why do most racing games have tracks that are closed loops?

From a design point of view, it's advantageous for new players to learn the placement of powerups, dangers and other landmarks on the track in the first lap so they can focus more on gameplay for the ...
quaternion's user avatar
4 votes
Accepted

Creating walls for a racing game?

I ended up creating my own editor tool/window combo: The general idea is the following: Click a quad vertex, add a wall point, upper point is just Vector3.up. And ...
aybe's user avatar
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3 votes
Accepted

Why there are two different games with the same title?

The other answer is incorrect. It's not actually required to register a trademark in order to enforce it. You can legally enforce an unregistered trademark as soon as you start "using the name in ...
Philipp's user avatar
  • 120k
3 votes

license for old vehicle/track

I am not a lawyer. If you are serious about creating a project which might infringe on 3rd party intellectual properties, always get legal advise by an actual professional lawyer familiar with IP ...
Philipp's user avatar
  • 120k
3 votes

Google street view racing game?

This is, in a way, available from Google via their Google Maps Platform. The data provided by this platform is a combination of aerial, satellite and street view data. I'm not sure how far down the ...
House's user avatar
  • 73.3k
3 votes

Why do most racing games have tracks that are closed loops?

In racing games, going as fast as possible is only part of the game. It would not be as interesting to race against a timer. Loops force interaction between players, as even those that are far ahead ...
Will's user avatar
  • 244
2 votes

Why do most racing games have tracks that are closed loops?

A couple answers already covered the design aspect of it pretty well (more stuff = more work). Something that hasn't really been brought up yet is how laps measure skill. Someone did mention that it ...
JMac's user avatar
  • 121
2 votes

Tire mesh rotates faster than wheelcollider in Unity

The code you found is not the ideal way to go about this. Instead of figuring out exactly what is causing the issue for you, just use the builtin function: WheelCollider.GetWorldPose. From the ...
AquaGeneral's user avatar
2 votes

How to split a screen in half using LibGDX without scaling?

I would suggest having a look at this page and using a viewport to manage both cameras. Since you don't want scaling a ScreenViewport would be the way to go. https://github.com/libgdx/libgdx/wiki/...
Fooble's user avatar
  • 320
2 votes
Accepted

Approaches on 2D top-view racing game track design

The way I would approach this is to create at least two tiles (dirt and road) on GIMP as you suggested (pixel size depending on the size of your car). Then I would keep track of the "board" of a ...
Balry's user avatar
  • 36
2 votes

Google street view racing game?

What you would need to do is: detect and remove certain kinds of objects from static photos generate 3d models of environments from static photos and those fully automatized and in real-time. Doing ...
Philipp's user avatar
  • 120k
2 votes
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How can one achieve the mechanic of hitting cars or bumping into them like in Burnout games' takedown modes?

The Unity physics system aims to be realistic. Whether or not it achieves that is a different question, but that's what it tries to do. Unfortunately, realism can be pretty boring. When you want to ...
Philipp's user avatar
  • 120k
2 votes
Accepted

AI driver for racing games

To get more optimized results, you may want to train a Reinforcement Learning model on your racing game mechanics. Alternatively, to optimize the route for straight lines, you could use a navmesh. ...
AturSams's user avatar
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2 votes
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How to check if player actually went through a trigger area and didn't just touch it?

Here's one way you can do this, using dot products to check how far the vehicle is from the center of the trigger's transform along the trigger's z axis (blue arrow in the local transform gizmo). To ...
DMGregory's user avatar
  • 135k
2 votes
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How to generate a series of checkpoints randomly along a 2D line

Let's start with the basics of how this problem is solved, and work it backward. At the end, I will discuss your choice of data format (PNG vs others). Step 1: The 1-dimensional method for calculating ...
Engineer's user avatar
  • 30k
1 vote

How to check if player actually went through a trigger area and didn't just touch it?

If you want to know if the car is within a race track segment, then don't use OnTriggerEnter. Create a trigger area that covers the whole track segment, and use ...
Philipp's user avatar
  • 120k
1 vote
Accepted

How to find the distance to the middle of the road from the car's current position?

If you have two points in the same coordinate system (like, say, the world coordinate system), then the vector from one to the other is just their difference, and the distance between them is the ...
DMGregory's user avatar
  • 135k
1 vote

Network racing game position interpolation jitters a lot

You don't need to interpolate the movement during every frame. What you need to do is correct the movement of the client when it goes too far away from the position on the server. If you do it this ...
MariaA's user avatar
  • 59
1 vote

How can we generate 3D architecture in a racing game's background procedurally with respect/similar to the real world?

CityEngine is one of many tools used to make Need For Speed. EA didn't use CityEngine as a start-to-finish solution. It sped up their development by reducing time spent on certain tasks so it could be ...
Pikalek's user avatar
  • 12.4k
1 vote
Accepted

Formula Racing Physics in curves (under-steer, over-steer)

I would add oversteer/understeer control as follows: Have different friction settings for the front tyres and rear tyres (against terrain.) If front tyres have more friction, your car should ...
Bram's user avatar
  • 3,729
1 vote

Let a point drive on a polyline

Usually, you would want to look for an API or lib that provides you with sufficiently sophisticated curve rendering and querying, as the underlying math can be quite difficult. However, if you want ...
vek's user avatar
  • 161
1 vote

How are real world car characteristics translated to in-game?

(1) Do developers have get their hands on a car physically in order to be able to map it into an in-game car? When they drive it around, what metrics are they looking to capture so their in-game car ...
Timothy Groote's user avatar
1 vote

Approaches on detecting if a car should steer left or right considering a next direction

I'd skip the trigonometry outright and use a 2D vector trick that lets us check the left/right direction with simple addition & multiplication. Here you'd have your car store its forward ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

Box2d topdown racing game - killing "residual" forces

Combination of Forces Instead of using a Torque force to steer the car, apply force perpendicular to the direction it is traveling. This is very roughly how the physics actually works. When you ...
CLo's user avatar
  • 1,330

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