<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>3D Kinematic Car on Godot 4 レシピ</title><link>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/index.html</link><description>Recent content in 3D Kinematic Car on Godot 4 レシピ</description><generator>Hugo -- gohugo.io</generator><language>en</language><lastBuildDate>Wed, 09 Dec 2020 20:23:50 -0700</lastBuildDate><atom:link href="https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/index.xml" rel="self" type="application/rss+xml"/><item><title>3D Kinematic Car: Base</title><link>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_base/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_base/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;h2 id="problem"&gt;Problem&lt;/h2&gt;
&lt;p&gt;You&amp;rsquo;re looking to make a 3D driving or racing game and don&amp;rsquo;t know where to start.&lt;/p&gt;
&lt;h2 id="solution"&gt;Solution&lt;/h2&gt;
&lt;div class="box notices cstyle note"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-exclamation-circle"&gt;&lt;/i&gt; Note&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;Even in 3D, cars tend to remain on the ground. For this reason, movement can (mostly) be treated as if it were 2D. Much of the car&amp;rsquo;s movement code will be very much like the &lt;a href="https://kamera25.github.io/godot_recipes/4.x/godot_recipes/3.x/2d/car_steering"&gt;2D: Car Steering recipe&lt;/a&gt;. It&amp;rsquo;s recommended that you review that recipe before proceeding with this one.&lt;/p&gt;</description></item><item><title>3D Kinematic Car: Traction/Drifting</title><link>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_traction/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_traction/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;h2 id="problem"&gt;Problem&lt;/h2&gt;
&lt;p&gt;You&amp;rsquo;ve got a &lt;a href="https://kamera25.github.io/godot_recipes/4.x/godot_recipes/3.x/3d/kinematic_car/car_base/"&gt;kinematic car&lt;/a&gt;, but you don&amp;rsquo;t like the &amp;ldquo;on rails&amp;rdquo; feeling, especially at high speeds. You&amp;rsquo;d like to have some &amp;ldquo;slip&amp;rdquo; so that you can have drifting and loss of traction.&lt;/p&gt;
&lt;h2 id="solution"&gt;Solution&lt;/h2&gt;
&lt;p&gt;When the car is drifting, the heading of the car (the direction it&amp;rsquo;s pointing) may not be the same as its velocity (the direction it&amp;rsquo;s moving). Turning the wheel will make the car turn, but the velocity will not instantly &amp;ldquo;catch up&amp;rdquo; - instead, we&amp;rsquo;ll use &lt;code&gt;lerp()&lt;/code&gt; (linear interpolation) to gradually move the velocity to the desired direction.&lt;/p&gt;</description></item><item><title>3D Kinematic Car: Chase Camera</title><link>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_camera/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_camera/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;h2 id="problem"&gt;Problem&lt;/h2&gt;
&lt;p&gt;You want a &amp;ldquo;chase camera&amp;rdquo; that can follow your car (or any other object).&lt;/p&gt;
&lt;h2 id="solution"&gt;Solution&lt;/h2&gt;
&lt;div class="box notices cstyle note"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-exclamation-circle"&gt;&lt;/i&gt; Note&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;Godot has a built-in &lt;code&gt;InterpolatedCamera&lt;/code&gt; node that does most of what&amp;rsquo;s described here. However, we&amp;rsquo;re not going to use it for two reasons: first, it has a tendency to stutter when following kinematic bodies, and second, it&amp;rsquo;s getting removed in Godot 4.0. Setting up our own is really easy though, so don&amp;rsquo;t worry. &lt;i class='far fa-smile-beam'&gt;&lt;/i&gt;&lt;/p&gt;</description></item><item><title>3D Kinematic Car: Slopes &amp; Ramps</title><link>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_slopes/index.html</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://kamera25.github.io/godot_recipes/4.x/3d/kinematic_car/car_slopes/index.html</guid><description>&lt;div class="box notices cstyle tip"&gt;
&lt;div class="box-label"&gt;&lt;i class="fa-fw fas fa-lightbulb"&gt;&lt;/i&gt; Tip&lt;/div&gt;
&lt;div class="box-content"&gt;
&lt;p&gt;This article is being updated from Godot 3 to Godot 4.&lt;/p&gt;
&lt;/div&gt;
&lt;/div&gt;
&lt;h2 id="problem"&gt;Problem&lt;/h2&gt;
&lt;p&gt;Your &lt;a href="https://kamera25.github.io/godot_recipes/4.x/godot_recipes/3.x/3d/kinematic_car/car_base/"&gt;Kinematic Car&lt;/a&gt; climbs slopes, but it doesn&amp;rsquo;t look quite right:&lt;/p&gt;
&lt;p&gt;
&lt;a href="#image-506f92dbf96e84d83105c8a25779f401" class="lightbox-link"&gt;
&lt;img src="https://kamera25.github.io/godot_recipes/4.x/godot_recipes/3.x/img/3d_car_10.png" alt="alt" style="height: auto; width: auto;" loading="lazy"&gt;
&lt;/a&gt;
&lt;a href="javascript:history.back();" class="lightbox" id="image-506f92dbf96e84d83105c8a25779f401"&gt;
&lt;img src="https://kamera25.github.io/godot_recipes/4.x/godot_recipes/3.x/img/3d_car_10.png" alt="alt" class="lightbox-image" loading="lazy"&gt;
&lt;/a&gt;&lt;/p&gt;
&lt;h2 id="solution"&gt;Solution&lt;/h2&gt;
&lt;p&gt;Kinematic bodies don&amp;rsquo;t automatically rotate on collision. When the wheels aren&amp;rsquo;t both touching the ground, as in the image above, we&amp;rsquo;ll need to align the car manually.&lt;/p&gt;
&lt;p&gt;To begin, we need to detect when the wheel isn&amp;rsquo;t on the ground. Add two &lt;i class="gd-RayCast3D"&gt;&lt;/i&gt;&lt;code&gt;RayCast&lt;/code&gt; nodes to the car and align them with the front and rear wheels like so:&lt;/p&gt;</description></item></channel></rss>