tag

#vehicles

4 items (3 guides · 1 fix)

guides
guide
Part-kit assets: manifest-driven multi-part assembly

The higher-order asset layer for kits of parts (vehicles, procedural buildings): the generator emits a manifest next to the meshes, code consumes ONLY the manifest, pivots sit at joints, collision comes from metadata, and assembly is transactional.

guide
Vehicle audio -- engine loops, RPM crossfade, slip SFX

The method for vehicle engine audio that doesn't screech: two-layer RPM crossfade with narrow pitch bands, code-side looping, slip-driven skid feedback, and the persistent ConVar trap that ate two listen tests.

guide
Vehicle physics: the slip-curve raycast-wheel stack

The proven architecture for driving games in s&box: raycast wheels on a single chassis Rigidbody, substepped slip-ratio/slip-angle tire physics with peaked curves, a torque-curve drivetrain, layered assists, and arcade dials on top of a sim core.

fixes

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