Initial offroad vehicle prototype. I’ll probably tweak it some more.

Vehicle prototype: - replaced with the last vid created

Video of AI vehicle pathing testing
Debug lines:
green - spline path
cyan - point on the path to follow
yellow - ai steering

Looks like a good start. Looks like you got it quite stable at high speeds - nice

Surprisingly, stability can be easily gained when you move the CenterOfMass (CoM) forward a bit in addition to adding a downward force as seen in the 19_vehicle demo.

I’m trying to achieve offroad drifting dynamics. I thought it worked well in an open terrain but following a track turned out to be a different story - needs more tweaking.

Nice! How do you make tire tracks?

Looks like a good start indeed. In its current stage it reminds of Big Red Racing, good memories.
Keep it up!

Thanks, Modanung, and also hd_ who I forgot to thank earlier.

1vank - I submitted a code exchange on how to create vehicle skid strips.

1 Like

Nice!
Now add some “realistic” damage to car.

Looks great, I like those tire tracks effect as well.

That would be cool. I’ll have to look into that.

Yeah, it is. I enjoy it. What’s ironic is I’ve never bought a racing game, hah.

I get my inspiration from watching you, enhex, and dave’s progress on your games, so I try to do more.

Video of AI vehicle pathing testing
Debug lines:
green - spline path
cyan - point on the path to follow
yellow - ai steering

Hi Lumak,
I have a couple of questions.
How did you synchronize ball speed with the car? I mean, in the vehicle you apply a force and the ball move at fixed speed. How this force is calculated?
And I know continuos steering is used, did you use dubins paths and all RSL,RSR, etc calculations? Or just adjunt the steering vector using the ball and vehicle positions?

Tobias.

I wrote a spline manager that: ai vehicle passes its position, direction,
look ahead distance, and the manager returns exact point on the curve
that the ai should steer to. This method is just a simple follow the spline
algorithm, something that I didn’t have to research because it’s so simple.
Steering method: adjust the steering vector using the ball and vehicle position.

If I were to actually implement an exact steering control on a restrictive
path, I’d look at this guys work -

or

github origin : https://github.com/udacity/CarND-Path-Planning-Project

Thanks Lumak! this was really helpful.

And I just discovered this repo: https://github.com/udacity/self-driving-car-sim