My procedural suspension system is basically feature complete at this point. You can define any number of links between chassis and wheel hub, and it will constrain wheel motion to satisfy them. Here, I have a macpherson strut front and 4-link solid axle rear. #godot #gamedev
Posts by DD
working on totally overhauling my suspension solver. here I have a pretty complicated case (5-link multi link front and rear) that is articulating nicely. the toe links are not being used because Jolt is fighting me with them for some reason
#godot #gamedev
Order up! The second development snapshot for #GodotEngine 4.7 is served! ๐ฒ
Copy/paste support for section/category properties, 64-bit WebAssembly, Apple HDR support, and more are ready for testing; get it while it's hot!
godotengine.org/article/dev-...
I finally got the suspension behaving correctly, it is now fully deterministic and correctly solves hub position and camber from contact height. My next task is making something similar for solid axle behavior #godot #gamedev
there is quite literally zero documentation on implementing something like this (afaik) so we really just out here making some bullshitttt