Physics, vehicle dynamics, @Unity expert. Author of: Edy’s Vehicle Physics (EVP) and Vehicle Physics Pro (VPP). Development Updates: #vppdev

Oviedo, Spain
Joined November 2014
Testing different approaches for the new ABS model in Vehicle Physics Pro. The differences are small because, in this setup, a locked wheel loses only 10% of its grip. The new ABS model keeps the wheel's slip ratio as close as possible to the peak slip ratio during braking. #Unity #Physics #Simulator #TireSimulation #Engineering #VPPDev #MadeWithUnity #GameDev #GamePhysics #Simracing #Motorsport
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You can freely explore all your worlds and just cause a bit of trouble 🍂 #indiegame
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Traction Control (TCS) in Vehicle Physics Pro vehicles now works with with the new wheel and tire models. TCS computes the wheel speed that keeps the tires at their peak grip, and limits the engine to match it. When cutting the throttle isn't enough, as at launch or when the clutch engages with the engine at high rpm, TCS also commands the clutch. The clutch slips just enough to transmit only the torque the tires can take, producing the maximum acceleration. The plot compares throttle-only TCS with throttle + clutch. Without the clutch, the wheels spin up to 5.6 m/s over the target. With it, they stay at the target within one simulation step. That's at 50 Hz with 4 substeps. #Unity #Physics #Engineering #Simulator #GameDev #VPPDev #IndieDev #GamePhysics #TireSimulation #Simracing #Motorsport
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The map editor is pretty cool, I built a racetrack in the sky (and I forgot what I was actually supposed to be working on ☠️) Can you wishlist Pico Drift please. It'll be available soon ✌️ #gamedev #indiegame
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Development update. With the new wheel and tire friction models now complete, we’re conducting an in-depth review of the Vehicle Physics Pro dynamics core to ensure everything fits together properly. And it does! A stability stress test shows that VPP can now sustain a realistic and completely stable simulation at just 20 Hz (fixedDeltaTime = 0.05). Simulation substeps can further improve precision, but just 2 substeps are now sufficient for standard cars, with inherent stability across the entire vehicle dynamics system. This represents a huge reduction in simulation cost for vehicles using Vehicle Physics Pro. Several subtle fixes have further improved stability compared with the previous version. As a result, parts of the code could also be simplified, removing calculations that were previously needed to prevent instabilities. The plots show comparisons before and after some of these fixes. This is what Vehicle Physics Pro means by a versatile vehicle simulation model: from mobile games running on low-end devices to engineering simulations that drive real-world design decisions, with everything in between. Every application gets as much realism and accuracy as possible, in every situation. #Unity #Physics #Engineering #Simulator #GameDev #VPPDev #IndieDev #GamePhysics #TireSimulation #Simracing #Motorsport
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#ScreenshotSaturday When you have way too many abandoned branches in your repo xD #Programming #GIT #PERRINN #Project424
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Vehicle Physics retweeted
Physics-based toy car driving puzzle game 'Lost Host' launches November 4. Steam page: store.steampowered.com/app/3…
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#UnityTips These are the physics settings I use in Unity to achieve the most realistic physics simulation possible with GameObjects. Contact Pairs Mode is optional, but it allows contacts with kinematic bodies to be detected in the same way as with non-kinematic bodies. #Unity #Physics #GamePhysics #IndieDev #GameDev
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Vehicle Physics retweeted
“Swirl steering” in 4x4 in a Furniture Store
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Development update: the new tire model in Vehicle Physics Pro is now complete! The video shows how the latest version implements ultra-stable tire compliance (carcass stiffness and damping) compared with the previous version. This solution has been validated in engineering applications. #Unity #MadeWithUnity #TireSimulation #Motorsport #Engineering #VPPDev #GamePhysics #Simracing #PERRINN #Project424 #DigitalTwins
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Vehicle Physics retweeted
OK! Summer is Off! Back to Drift King 2! I've added a Drift Race Replay System #gamedev #indiedev #indiegamedev #madewithunity
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#UnityTips Trick to reveal holes in 3D geometry in Unity: enable/disable **double-sided** in the material properties while viewing the mesh against a uniformly colored background. #Unity #IndieDev #GameDev #Blender #ScreenshotSaturday #Trucks
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A working prototype of the kinematic suspension model now also incorporating steering data. This future extension to Vehicle Physics Pro will allow accurate reproduction of suspension data from real vehicles. #Unity #Physics #GamePhysics #Simracing #Motorsport #Simulator #VPPDev
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Vehicle Physics retweeted
Environments in ASUKA!
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Vehicle Physics retweeted
using sphere traces now for perfect wheel collision
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#UnityTips How to simulate RC cars in Unity? With the default settings, at 10 m/s (36 km/h), each physics step moves the car 20 cm, which is a huge distance for an RC car. The solution is to increase the physics rate according to the scale of the simulated car. For example, a 1:10 scale RC car requires a 10x higher physics rate to be simulated with the same spatial resolution as a standard-sized car. In Unity, this means reducing Project Settings > Time > Fixed Timestep from 0.02 (50 Hz, default) to 0.002 (500 Hz). Videos and solution explained: discussions.unity.com/t/coll… #Unity #MadeWithUnity #UnityTips #Physics #Simulator #IndieDev #GameDev #GamePhysics #TireSimulation #Racing #RadioControl
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The comparison with IRL RC racing is pretty accurate
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The comparison with IRL RC racing is pretty accurate
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