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
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
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
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
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
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