Live link: Jet Propulsion Alliance · Meep
A little game I put together as a demonstration of meep’s capabilities.
A few things worth noting:
- Physics
- Particles
- Decals
- Clustered lights
- Trails
- Mesh Outlines
- Audio
- Behavior Trees
Physics
- Each car runs a Raycast Vehicle model, with suspension modelling
- We apply stability corrections to the vehicle to prevent flipping and assist with recovery via forces
- The entire steering model is entirely physics base, both on the ground and in the air
- Boost pickup items are modelled as RigidBody with IsSensor flag set. So we can detect collision, but not have any collision response from the engine. The goal is the same too.
- The arena is just a bunch of arranged box colliders.
Particles
- Car Exhaust
- Boost effect
- Tire sliding contacts
- Ball impacts
Decals
- Boost pickup items use decals
- Scuff marks on the arena floor are decals
- The central kickoff markings are decals
Clustered Lights
- Boost pickup items have a light source attached to each
- During the boost each “boost” attachment on the vehicle activates a light source
Trails
- Each car has N trail attachments that are speed-activated, when the car moves faster than X - they become visible
- The ball is the mostly same, with a trail becoming visible when it moves fast enough
Mesh Outlines
- To help with visiblity the opponent car and the ball get a faint outline when they are far-enough away
Audio
- Engine sounds
- Breaking / sliding
- Collisions
- Goal score sound effect
Behavior Trees
- The opponent AI drives through the exact same controller as the player, and is driven through a behavior tree.
I put together a little tool to help configure the cars
It’s generic and barebones, but it gets the job done
