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Compromise car physics

Posted: Wed Jun 06, 2007 3:14 pm
by stbuzer
Hi there!
I have been working on a racing game for a while. And now it is time to decide which car physics to use. My knoweledges in the field of car physics are quite limited.
The main problems to me are:
how to design a car physics? raycast, joints+bodies, whatever?
any tricks to find a compromise between realistic and playable car physics?