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Vehicle Physics is a complete, readable vehicle simulation for Unreal Engine 5.7, written entirely in C++ and independent of the Chaos Vehicle plugin. A simulating box is the chassis; every frame the vehicle component sweeps a sphere under each wheel, computes spring, damper and anti-roll forces, runs a slip-ratio / slip-angle tyre model on a friction ellipse with a grip peak and a sliding plateau, integrates the wheels with brake and drive torque, and pushes the result into the rigid body. An engine with a torque curve, rev limiter and clutch launch feeds an automatic (or manual) gearbox and RWD, FWD or AWD drivelines with open, limited-slip and locked differentials.
Handbrake, counter-steer and a drift assist make controlled slides easy; one Arcade <-> Sim slider blends the assists out. Aerodynamic drag and downforce, ABS, traction and stability control, and four-corner impact damage that crumples panels, tears off hoods and bumpers, softens the springs and steals power complete the model.
It ships as a finished game you can drive immediately. A seeded procedural world is built at runtime from engine primitives: rolling terrain with a boundary bowl, a closed paved track with kerbs, painted lines, a start/finish checker and checkpoint gates, a dirt trail loop, a skid pad, a slalom of real rigid-body cones, a kicker and a table-top jump, a mud patch and a gravel patch, plus trees and rocks. Three vehicles - a grippy front-drive hatchback, a heavy long-travel all-wheel-drive truck and a light rear-drive buggy - are built from primitives with animated wheels, brake lights and headlights.
You get chase, hood, bumper and orbit cameras, a Canvas HUD with speedometer and tachometer, pedal bars, per-wheel suspension / load / slip, a G-force meter, damage diagram, assist lamps, lap and sector times with a delta and a mini-map, plus Slate menus including a tuning menu whose sliders change the running car immediately and can be saved per vehicle.
Everything is original and CC0. The model is a set of plain, deterministic functions that are unit tested without a world; 40 automation tests with more than 1,500 executed assertions also drive the real rigid body through settling, acceleration, braking, steering, handbrake, drifts, jumps, crashes, live tuning and a full autopilot lap. Audio is synthesized from scratch, materials are generated, and the project needs no external art.
Swap in your own meshes through the documented extension points. Multiplayer is not included.
Highlights
- Raycast spring-damper suspension with anti-roll bars, bump stops and a damper clamp that keeps stiff setups stable
- Slip-based tyre model: friction ellipse, grip peak and sliding plateau, load sensitivity, rolling resistance, 7 surfaces
- Engine torque curve, rev limiter, clutch launch, automatic or manual gearbox, RWD / FWD / AWD with open / LSD / locked diffs
- Handbrake, counter-steer, drift assist, ABS, traction and stability control, aero downforce and drag, Arcade <-> Sim slider
- Four-corner impact damage: crumple, detaching parts, softer springs, lost power, steering pull, repair
- Hatchback, truck and buggy presets built from primitives; add your own by copying one C++ function
- Procedural track, dirt trail, skid pad, slalom, ramps, mud and gravel; lap timer with checkpoints, sectors and delta
- Live tuning menu, telemetry HUD, four cameras, tyre smoke and skid marks, synthesized audio, gamepad support
- 40 automation tests, 1,500+ real assertions, an autopilot for headless smoke tests, packaging config and a developer guide
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