Retaining Inertia for Racing

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  • Hello Fusion forum,

    Recently ive been trying my hand at a combat racing game that is supposed to have very simple but intuitive controls.

    My main inspiration for how I wish the racing to feel is Kirby Air Ride and its innovative one button gameplay. Steering and acceleration is handled automatically, as the player is required to press a button that sends them into a "charge" mode and allows them to make sharp turns as they charge it up and are boosted when they release.

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    Here is an example of what im talking about.

    Im having trouble identifying how one would go about creating a similar system, Ive used both the Box2D Race Car and the 8-Direction movement to attempt to achieve a similar effect, but ive yet to find something satisfying. I would attach what ive done sof ar but there seems to be something wrong with the attachment system. If anyone has any ideas on how to get this down I would be greatly appreciative, thank you.

  • Okay, you need to stop looking at it in terms of speed, and in terms of velocity differences instead
    When a key is pressed, it adds to the existing velocity list
    And the velocity list is summed and applied per frame, Always
    e.g. user presses forward, current direction + current speed set in list item
    they release, that list item needs to have its speed lowered until it hits zero, at which point it can be deleted from list
    Which implies you need three things in a velocity list: first, the identifier of the velocity (e.g. "user forward"), the direction, and the speed in that direction
    Acceleration would be handled by the trigger of that velocity event - in the example above, user releases forward, if item "user forward" in list, "user forward" speed needs decreasing, how fast you do that is your deceleration

    Darkwire Software Lead Programmer (C++ & C#)
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