Hi everyone,
I am building a racing game in GDevelop 3D. I have a car with the PhysicsCar3D behavior and I am using Pathfinding to guide it through checkpoints (CheckpointArrow).
My current code works to move the car from one point to another, but it uses the ‘Move to’ action, which feels like the car is on rails. I want to keep my logic of ‘Car has reached destination’ to switch checkpoints, but I want the car to behave like a real vehicle with:
Physical acceleration instead of linear movement.
Steering (wheels turning) based on the angle to the next checkpoint.
Drifting/Skidding when taking sharp turns.
Here are my current events:
Bloc 1 (Start): Sets the initial movement toward the first checkpoint.
Bloc 2 (Movement): When destination is reached, it increments the checkpoint variable and moves to the next one.
How can I add the ‘Simulate accelerator’ and ‘Simulate steering’ controls into this existing logic without breaking the checkpoint sequence?
Thanks for your help!