Adam Crowell
crowella.bsky.social
Adam Crowell
@crowella.bsky.social
I guess I'm developing a simcade game now.
Out and about today. Picking real cherries, but soon, this could be a mod for the original GeneRally. Custom vegetation.
November 8, 2025 at 2:51 AM
A brief redirection to my GeneRally mod. A discord member spotted a way to adjust the camera mid game. You're dan right I'm going to try make a follow camera.
November 2, 2025 at 5:26 AM
Oooft, 3 days since I've touched anything. I'm human, I work, I also had learned how to change the alternator on my car, not a feature I'll be adding, I'll leave that to the pitcrew.
October 29, 2025 at 7:40 AM
The tyre slipping is working wrong and I think Unity is against me, but I have to prove why...
October 26, 2025 at 3:45 AM
Slip ratio works. Next is slip angle. After all that, it's tweaking and then working on different race surfaces.
October 24, 2025 at 1:24 AM
They're the same picture.

(I accidentally multiplied downforce by 100, because I'm using downforce points as opposed to coefficient)
October 22, 2025 at 5:48 AM
The car drives backwards now. Not when I want it to, it just, goes backwards. Guess that's on my debug list.

Also, acceleration from 0-100kph in 1 second is now harder since this tyre model, will have to continue working on how to achieve unreal levels of grip (or implement downforce and hope)
October 21, 2025 at 11:32 PM
We have wheel spin, but somehow the physics engine is telling the car to skyrocket into the stratosphere if there's too much torque. An improvement I guess?

Also my first Unity crash.
October 20, 2025 at 6:24 AM
A better engine torque curve is implemented. If only it would transfer to the wheels like I wish.
October 18, 2025 at 8:53 PM
I still don't understand how Unity works. That's okay, I at least understand the grip circle.
October 17, 2025 at 8:13 AM
Tyre models. I'd like to be ambitious here but they've got me a little stumped.

I guess my car knows how I feel too.
October 14, 2025 at 7:16 PM
Time to make it a little prettier. Turning physics has begun also, but of course this looks boring with no skidding and sliding.
October 13, 2025 at 6:04 AM
Without spoilers to Bathurst, that was a certified banger of a race. I just have to say that I must implement rain into the untitled racing game to embrace that chaos.
October 12, 2025 at 8:59 AM
Today I rest, because Bathurst. Only the kinetics for turning is implemented but those familiar with GeneRally might recognise the basic oval in game. This gives an idea for scale.

Started coding meshes for the ground, using vertex shading for the surfaces for a low-poly look. I hope it works 🤞
October 12, 2025 at 1:32 AM
Added some sample sounds (borrowed from a GR competition) and some gear whine. It feels a bit more lively. Added unnecessary gears for demo.
October 11, 2025 at 4:02 AM
Tyre Slip is difficult, this will need a rethink. And by rethink, I mean sit down with beverages of all kinds and hammer away at it.
October 10, 2025 at 6:35 AM
This is what happens when you:
- Match the GR1 formula torque (850)
- Add gears (wow, 2!) and diff ratio
- Get close to drag coeff of GR1.

You have a car that is dynamic off the line to match small worlds/tracks. Turns coming soon once I get to grips with it.*

*For legal reasons, that's a pun.
October 8, 2025 at 2:29 AM
Car moves forward, with weight, with engine torque matched to RPM, hell, even has a simple two speed gearbox just so I can eliminate the single tone drone of maxed out cars. I can't wait for this to be a development hell.

One day I might even post media.
October 6, 2025 at 10:35 PM
Well I guess it begins here. My quest to make a successor to my favourite top-down racing game. Think of this as a journal or something.
October 6, 2025 at 7:58 AM