This post was just to make this technique more open to people in the community. This will prevent it from going higher than the current gear allows. If you want to prevent the fleeing vehicle from going too fast you can switch it to manual using "Q". View attachment 6346 View attachment 6347 View attachment 6348īe sure vehicle collisions are on, and be sure your vehicle has collisions. Step three: Begin the chase, do pit-maneuvers, all sorts of stuff! (Slow-mo is optional, it just gives you a chance to switch before the other car gets a head start.) This should send the car you switched out of to drive in a straight line, almost like jamming the throttle down. (Some vehicles may not work as the fleeing car due to it spinning out or leaving the track on its own.) Then once you've done that, enter the vehicle you want to flee, put slow-mo on, hold the forward button down and while still holding it, switch to the other vehicle using the vehicles tab. Step two: Spawn up two vehicles of your choice. Unfortunately I don't think this map has been added back onto the new repo at this time, here's a link to the old download: Step one: I recommend you use this area in this map, but any completely flat area without things in the way could work. Many people probably already know how to do this, but for those who do not, here's some easy to follow, simple instructions. Some people have asked if there was a way to do this before, so I thought I'd make a post about it so people can just see how without having to ask. This is a post I decided make for anyone who wanted to make a police chase in singleplayer, without using AI. I am also somewhat concerned about loosing creativity.Hello. Downside is that it significantly raises the entry barrier and reduces amount of artists willing to make something which fits very specific requirements, instead of making whatever they want and then sharing their work. Where each category means very specific rules and maybe some reference pieces meant to ensure compatibility. Something like opengame-3drealistic-2020 or opengame-2dtopdown-pixelart-v3. Maybe this would work better if the repository served not only dumb file storage but tried to establish set of target requirements (updated once every few years) to improve the compatibility assets. But even then what's considered realistic 3d game art has significantly changed over the years. It might be slightly simpler if you assume realistic 3d art style. It may look better to have less and worse quality but consistent assets, than more mixed quality assets. You don't want some unimportant background prop to consume more triangles than main player character. Not only 3d model can be too low quality, having too high quality can also be a problem. It originally started as an entry for one of the last build-offs held on the old forum, but I decided to take on the task of finishing it completely after the competition was over. For example if you want a modular building parts some random assets created by different artists without targeting a specific game requirements will probably not be compatible with each other or building system in game. After a year and some months spent in development, I figure its time to release this project. Not only in terms of art style, but also detail level and technical constraints. Major limitation to this idea is that for a decent looking game the assets need to be consistent. Note, in the video, how soft the suspensions are. Integration of stiff systems of differential equations is Not Fun. If you don't need real time, as for film work, it's not too bad. Also, you start to need double precision. This is possible, but the compute load suddenly jumps by orders of magnitude during some collisions. That's because you have to simulate what's happening on very short time scales, much shorter than a visual frame time. What's hard is doing things which have just a little elasticity. Rigs of Rods 2022.12 has been released Get it here. But everything looks like Jell-O, as some early Pixar devs wrote. If you make everything soft, that works OK. This is the main reason game simulations usually look wrong. This looks OK for small objects and terrible for large ones. It suffers from the "boink" problem in impulse-constraint systems, there are instantaneous changes in velocity on collisions. Totally rigid body physics is reasonably well solved by now. It's about typical for modern physics engines.