I’ve had a few people ask how we’re approaching our vehicle/car/kart/buggy physics (whatever you want to call them) for Space Dust Racing within Unreal Engine 4.
In this video I run through the general principles at a high level (no code, blueprints or formulas) to achieve our bouncy cartoon vehicle handling.
I start with a simple collision box, then add suspension, accelerating and braking, turning, traction, tweak the center of mass, add a visual mesh on top and finally show the end result.
The same principles can be used in any game engine with a physics component (Unity 3D, CryEngine etc). I hope you find it interesting!