| I took a look at what's a part of my car controller[1] if you want some inspiration. A lot of these wouldn't make sense in an F-Zero type game - Wheel modifiers (which wheels are on road, grass, boost tiles, etc) - Control loss when airborne - Slow turning when at low speed (a bit different from yours since the impact drops to zero very quickly) - Speed / accel penalty when hitting a wall - Visually rotating the car (this is what happens when a player presses the turn key but the actual velocity rotation is handled separately) - Boost handling - Nudge the car to the side a little if it's trying to turn but is blocked by a wall - Acceleration, friction, breaking, and drift-breaking - Corrective side force (basically an extra friction perpendicular to velocity like you have) - Artificial speed limit (alternatively, you can include a drag component which applies a force proportional to the square of speed, but I've found it hard to get this feeling good in the past) - Velocity rotation to align velocity direction and visual direction. This is a minor effect - it's mostly handled by the other physics - Gravity - Out of bounds checks I think you've got the main pieces already. What's more important is understanding what you want your game to feel like and continuously tweaking until you get there [1] https://github.com/maxbize/PICO-8/blob/master/Driftmania/dri... |