I've added a hinge part in the game. Same procedure: modeled with #FreeCAD, then textured in #Blender, and integrated in the game with the #Godot editor. This works great! At least for prototyping.

#GameDev

The #Jolt physics engine handles it quite reasonably! This is still a subject with a lot of uncertainty for me, to see if it will work with multiple joints in complex machines.

For now, it wasn't intentional, but apparently I've created a trailer pull back simulator. It's as painful to drive as in real life 😅 You can't look 360° so you have to rotate in the other direction each time the trailer goes on the other side, and of course the trailer itself is hard to control...

#GameDev #Godot

Now about a much more problematic case: when I have two hinges, rotated 90° from each other, the #physics engine behaves incorrectly. They get unhinged, have difficulty to catch up, this even drags the whole vehicle to a stop. And I also have cases where things completely explode 😬

I can work around this particular issue by introducing a "universal joint" https://en.wikipedia.org/wiki/Universal_joint that should behave much better than two hinge joints. Also better for performances.

But it's of course a big problem that players making reasonable use of existing parts can completely break the game. And yet I have no solution. To my knowledge, all physics engine are sensitive things that are quite easy to break... The kind of issue that can ruin the fun 😑

Universal joint - Wikipedia