NokiMo
Octodemy
Octodemy

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Raycast Car series 4 - The basics end [preview]

On the fourth video of the series, we'll take all the things we learned and put them all together.

We'll be cleaning up the code, and finally putting the mesh into our car so we can see all the traps and pitfalls that can happen at this stage.

Next we'll take about a few problems and limitations of raycast car systems and how we can deal with them.

Then, we'll take a bit about curves, how to properly store them as resources. And change our tire curves to make the car drift naturally without us having to press the handbrake button.

We'll also be adding a proper normal brake button that will stop the car. And a simple follow camera that follows the car, along with other small things I might have forgot here.

And just for fun, we'll use joints to tow away another car. As well as some extra little things here and there.

Random comments

I wanted to have ackerman steering and create an option to use shapecast for the car in this video. But just putting it all together and making a few improvements already made the video a bit too long. (I'm trying to keep each part at around 15~minutes).

So I'll left those more advanced concepts for a future video. And made towing the car with joints section just for fun. Which turns out can be a bit annoying to do it properly. I need to do more tests to find out what is the proper way to prevent the 6DOF joint stop freaking out at high speeds. Maybe JoltPhysics will make it behave better?

But anyways, this will be the final part of the basics. I'll be back to making a few more general normal videos for a while, and might come back to this series later. Making one episode every now and again.

Video status

I already recorded most of the video and voices.
All that's left is to edit the video and record a few extra things.
So hopefully it should be done in another 1-2 days.


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