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Ghost Together @ghost in carmageddon · Fri Oct 10
If ghosts were sheep Id be a shepherd. Their wool is so precisely formed.
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A new update on Carmageddon 1 remake (rigid body car physics demo)
I pushed a fresh build of the car physics demo. It now feels closer to the crunchy chaos I remember from 1997 while staying fully tweakable in real time.
Here is what improved in this round
• Suspension feels tighter with better rebound on landing
• Wheel width and radius changes now affect grip in a believable way
• Center of gravity edits give cleaner weight transfer under braking and turn in
• Curb and small bump behavior is more predictable
• Collision response is snappier so walls and props bite back instead of letting you ghost through
Tech bits for the curious
• Pure C plus plus and OpenGL with my own rigid body solver
• Live sliders for mass, center of gravity, suspension, lever arms, and wheel size
• Damage and smash feel tuned to echo classic Carmageddon with modern stability
How you can help
• Tell me where it still feels floaty or sticky
• Try extreme slider values and report anything goofy
• Share your frame rate and hardware so I can profile performance
• Suggest a car to tune next or a stunt you want to see replicated
If you want to try the build, I will drop it when I add ramps and racing tracks, just more fun that way.
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@ghost
Fri Oct 10
Looks great, keep going!
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@gregsometimes
Fri Oct 10
Totally agree!
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@gregsometimes
Fri Oct 10
Looks really good as a remake of the classic, I'd like to see some new dystopian racing tracks for it. Maybe a sci-fi'ish city using similar carma 1 style theme, but a completely new city (like an extension of the original.) Add some statues, breakable glass. Kinda like Carma 2 advancements but in Carma 1 world/environment.
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@ghost
Wed Oct 15
Very interesting, if I do say so myself.
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For reference this post id is 63-68e978ad89664c21669b6e74
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