Burny Rush

Introduction

❝What started as a college project has now evolved into a glorified video game demo. Initially DDA using ML was the core idea. Eventually, gameplay became more important over funky features. So, is it a typical unity racing game?!❞

Gameplay

Description

Wheel Physics

A vehicle in a video game is a simulated set of wheels. All other components, like engine, gearbox, clutch, differential, etc. are just imaginary mathematical formulae used to calculate the forces & torque that are applied to these wheels. In Unity wheel physics is implemented using Wheel Colliders from PhysX SDK.

I tried to implement a realistic/arcade-type vehicle physics in this project. Most components from engine to ABS, were successfully implemented. Achieving proper friction and traction settings were actually hard. I had to go through lots of different forums to understand the quirky behaviour of wheel colliders. The vehicle SFX were implemented using FMOD. This was the first time I used it.

Assests used
  • Fantastic City Generator - MasterPixel3D
  • Vehicle Models - BadKarma
  • Mobile Garage - Xiro

About

profile pic

❝Hey, I'm Jewel John, a game developer and gameplay engineer who ambitiously developed this video game demo. Be sure to download (for Windows) this demo and support me by giving feedback.❞