<story><title>Dethrace: Reverse engineering the 1997 game Carmageddon</title><url>https://github.com/dethrace-labs/dethrace</url></story><parent_chain><item><author>ghusbands</author><text>Carmageddon (and 2) seemed to have a physics engine qualitatively different to the modern norm, seemingly modelling the time of impact and the impulse response to that, rather than correcting everything after intersection has already happened. It also seemed to have different static and sliding friction and modelled air friction and wheel dynamics to the extent that a power-up increasing acceleration and grip could make your car flip up like a hot rod.&lt;p&gt;It made a huge difference to the feel of the physics and made things far less springy and slippery than box3d, havok and almost every modern game that uses a dynamic physics engine.&lt;p&gt;This did mean that you could sometimes do things that made the physics take a noticeable amount of time and cause lag, but it also made things feel far more real than any physics engine I&amp;#x27;ve seen since.&lt;p&gt;Hopefully, someone will be able to reproduce that, now.&lt;p&gt;Edit: I believe it even incidentally reproduced the intermediate axis theorem [1] on cars spinning through the air, presumably as an emergent phenomenon, which I&amp;#x27;ve not seen any other physics engine do.&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Tennis_racket_theorem&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Tennis_racket_theorem&lt;/a&gt;</text></item></parent_chain><comment><author>jeff-1amstudios</author><text>Dethrace author here: I was lucky enough to talk to a couple of the original engineers. They also thought looking back that it was the vehicle physics engine that made the game so fun to play. Once you’d got over the initial excitement of running over pedestrians at least!</text></comment>
<story><title>Dethrace: Reverse engineering the 1997 game Carmageddon</title><url>https://github.com/dethrace-labs/dethrace</url></story><parent_chain><item><author>ghusbands</author><text>Carmageddon (and 2) seemed to have a physics engine qualitatively different to the modern norm, seemingly modelling the time of impact and the impulse response to that, rather than correcting everything after intersection has already happened. It also seemed to have different static and sliding friction and modelled air friction and wheel dynamics to the extent that a power-up increasing acceleration and grip could make your car flip up like a hot rod.&lt;p&gt;It made a huge difference to the feel of the physics and made things far less springy and slippery than box3d, havok and almost every modern game that uses a dynamic physics engine.&lt;p&gt;This did mean that you could sometimes do things that made the physics take a noticeable amount of time and cause lag, but it also made things feel far more real than any physics engine I&amp;#x27;ve seen since.&lt;p&gt;Hopefully, someone will be able to reproduce that, now.&lt;p&gt;Edit: I believe it even incidentally reproduced the intermediate axis theorem [1] on cars spinning through the air, presumably as an emergent phenomenon, which I&amp;#x27;ve not seen any other physics engine do.&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Tennis_racket_theorem&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;en.wikipedia.org&amp;#x2F;wiki&amp;#x2F;Tennis_racket_theorem&lt;/a&gt;</text></item></parent_chain><comment><author>orbital-decay</author><text>This was my immediate thought when I saw this. Car collision physics seems to be mostly in src&amp;#x2F;DETHRACE&amp;#x2F;common&amp;#x2F;car.c and src&amp;#x2F;DETHRACE&amp;#x2F;common&amp;#x2F;crush.c.</text></comment>