- Genre: Racing
- Expert blueprint for racing games balancing physics, competition, and sense of speed.
- NEVER Do
- NEVER rigid camera attachment
- — Camera locked to car causes motion sickness. Use lerp with slight delay for smooth follow.
- NEVER skip sense of speed
- — Increase FOV as speed increases, add camera shake, wind lines, motion blur. Tunnel vision breaks immersion.
- NEVER make physics overly realistic
- — "Floaty" arcade feel is often more fun than simulation. Increase gravity 2-3x, adjust wheel friction.
- NEVER forget checkpoints
- — Without validation, players exploit shortcuts. Enforce checkpoint sequence to complete laps.
- NEVER ignore rubber-banding
- — AI that's too far ahead/behind makes races boring. Adjust AI speed dynamically based on player distance.
- Available Scripts
- MANDATORY
-
- Read the appropriate script before implementing the corresponding pattern.
- spline_ai_controller.gd
- Path3D-based racing AI. Projects position onto curve, calculates look-ahead for steering, applies throttle based on target speed vs velocity.
- Core Loop
- Race
-
- Player controls a vehicle on a track.
- Compete
-
- Player overtakes opponents or beats the clock.
- Upgrade
-
- Player earns currency/points to buy parts/cars.
- Tune
-
- Player adjusts vehicle stats (grip, acceleration).
- Master
- Player learns track layouts and optimal lines. Skill Chain Phase Skills Purpose 1. Physics physics-bodies , vehicle-wheel-3d Car movement, suspension, collisions 2. AI navigation , steering-behaviors Opponent pathfinding, rubber-banding 3. Input input-mapping Analog steering, acceleration, braking 4. UI progress-bars , labels Speedometer, lap timer, minimap 5. Feel camera-shake , godot-particles Speed perception, tire smoke, sparks Architecture Overview 1. Vehicle Controller Handling the physics of movement.
car_controller.gd
extends VehicleBody3D @ export var max_torque : float = 300.0 @ export var max_steering : float = 0.4 func _physics_process ( delta : float ) -> void : steering = lerp ( steering , Input . get_axis ( "right" , "left" ) * max_steering , 5 * delta ) engine_force = Input . get_axis ( "back" , "forward" ) * max_torque 2. Checkpoint System Essential for tracking progress and preventing cheating.
checkpoint_manager.gd
extends Node var checkpoints : Array [ Area3D ] = [ ] var current_checkpoint_index : int = 0 signal lap_completed func _on_checkpoint_entered ( body : Node3D , index : int ) -> void : if index == current_checkpoint_index + 1 : current_checkpoint_index = index elif index == 0 and current_checkpoint_index == checkpoints . size ( ) - 1 : complete_lap ( ) 3. Race Manager high-level state machine.
race_manager.gd
enum State { COUNTDOWN , RACING , FINISHED } var current_state : State = State . COUNTDOWN func start_race ( ) -> void :
3.. 2.. 1.. GO!
await countdown ( ) current_state = State . RACING start_timer ( ) Key Mechanics Implementation Drifting Arcade drifting usually involves faking physics. Reduce friction or apply a sideways force. func apply_drift_mechanic ( ) -> void : if is_drifting :
Reduce sideways traction
wheel_friction_slip
1.0
Add slight forward boost on exit
else : wheel_friction_slip = 3.0
High grip
Rubber Banding AI Keep the race competitive by adjusting AI speed based on player distance. func update_ai_speed ( ai_car : VehicleBody3D , player : VehicleBody3D ) -> void : var dist = ai_car . global_position . distance_to ( player . global_position ) if ai_car_is_ahead_of_player ( ai_car , player ) : ai_car . max_speed = base_speed * 0.9
Slow down
else : ai_car . max_speed = base_speed * 1.1
Speed up
- Godot-Specific Tips
- VehicleBody3D
-
- Godot's built-in node for vehicle physics. It's decent for arcade, but for sims, you might want a custom RayCast suspension.
- Path3D / PathFollow3D
-
- Excellent for simple AI traffic or fixed-path racers (on-rails).
- AudioBus
-
- Use the
- Doppler
- effect on the AudioListener for realistic passing sounds.
- SubViewport
-
- Use for the rear-view mirror or minimap texture.
- Common Pitfalls
- Floaty Physics
-
- Cars feel like they are on ice.
- Fix
-
- Increase gravity scale (2x-3x) and adjust wheel friction. Realism < Fun.
- Bad Camera
-
- Camera is rigidly attached to the car.
- Fix
-
- Use a
- Marker3D
- with a
- lerp
- script to follow the car smoothly with a slight delay.
- Tunnel Vision
-
- No sense of speed.
- Fix
- Increase FOV as speed increases, add camera shake, wind lines, and motion blur. Reference Master Skill: godot-master