Creating a "Spin Out"

skotleachskotleach Member Posts: 48
edited May 2012 in Working with GS (Mac)
I'm curious about the different approaches one might take to create a "spin out" effect. To be more specific; you have an actor moving through a scene. If the actor is traveling at too high a velocity and turns, the actor "spins out."

I'm toying with this mechanic now and I'm torn between "faking" the spin out or actually trying to figure out the physics. I suspect there are a few ways to do this, I'm interested to hear how different folks might create this effect.

Best Answer

  • RThurmanRThurman Posts: 2,881
    Accepted Answer
    What looks 'realistic' depends on the look and feel of the game. Many games actually look better with a simple spin about the center. Its what users have been conditioned to expect from a game (and so it looks more 'realistic' to them than an actual physics simulation). In these spin-outs, the trick seems to be to make the spin end at the same time as the velocity ends. (It simulates the idea that friction/traction is taking hold of the vehicle's tires again.)

    By spin-out do you mean a full spin or do you mean more like a 'fishtail' that is, forward motion stays intact, but the rear end of the vehicle kind of flips back and forth? (That might require an off-center rotation.)

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