In this series of posts, I’ll be building out customizable, arcade-style vehicle physics models designed to be performant and easy to integrate into real-time game loops.
The focus is on simplifying the math and logic enough to be flexible for gameplay while maintaining believable motion for arcade games.
What to Expect
I’ll progressively introduce and refine elements of vehicle control, including:
- Acceleration curves using Bézier functions
- Turning responsiveness based on momentum
- Simplified friction and drag modeling
- Determining when the vehicle should skid
- Optimizations for performance a JavaScript-based game
Each post in the series will build on the last, aiming to strike a balance between realism and arcade-style responsiveness.