Very simple couple of questions -
1) Could you have a very simple ~2D driving physics engine like Generally's in a 3D game engine like LFS? E.G. by having only placeholder calculations for third dimension.
2) How simple exactly, code-wise, can you make such barebones driving physics in a 3D context like a modern big budget game like GTA or Battlefield with a large number of other graphics and physics-driven systems leaving only minor amount of resources available for driving physics?
2b) The specific goal is to have the bare minimum elements for steering vehicles around: a range of sliding from neutral to complete oversteer. No need for complex sim-level suspension or traction variance with contact patch size or pressure, etc. Just bare bones steering/sliding/thrusting dynamics where you can either steer or slide around a corner like in Generally.
1) Could you have a very simple ~2D driving physics engine like Generally's in a 3D game engine like LFS? E.G. by having only placeholder calculations for third dimension.
2) How simple exactly, code-wise, can you make such barebones driving physics in a 3D context like a modern big budget game like GTA or Battlefield with a large number of other graphics and physics-driven systems leaving only minor amount of resources available for driving physics?
2b) The specific goal is to have the bare minimum elements for steering vehicles around: a range of sliding from neutral to complete oversteer. No need for complex sim-level suspension or traction variance with contact patch size or pressure, etc. Just bare bones steering/sliding/thrusting dynamics where you can either steer or slide around a corner like in Generally.