▲ | matheusmoreira 5 days ago | |
Truly fascinating. Now I want to read up further on steering models and how they're programmed. Steering feeling off is usually the thing that makes me hate driving cars in video games. Cyberpunk 2077 was the first time I felt like I was driving an actual vehicle. | ||
▲ | llbbdd 5 days ago | parent | next [-] | |
Turn radius is big for this feeling I think. Lots of game cars feel like they're rotating from the center of mass when you turn instead of following the arc of the tires, I'm guessing to make sharper turns easier. | ||
▲ | user____name 5 days ago | parent | prev | next [-] | |
One of the big difficulties in vehicle gamedev is taking a big abstract (semi-)physical model and handing it over to the game designers who then have to design with a large amount of unintuitive and correlated parameters. There's been various approaches to reduce the number of knobs to tweak so the designers don't have to rebalance the entire set of vehicles any time something related to the vehicles changes, but it's very much a black art. | ||
▲ | ziml77 4 days ago | parent | prev [-] | |
Meanwhile I despise driving in Cyberpunk. It feels like the devs were expecting me to be driving with a sim setup rather than WASD. Very much tainted my experience with the game to have cars that are constantly sliding and spinning on me because I wasn't slowing down to a realistic turning speed. Especially because sliding into a pedestrian gives wanted rating and the only way to get rid of that is to hide from view of cops. |