So, it worked this time, but just to check im applying a force to the point right? or am i wrong?
Thereās only a z for a closed loop. The wiki should have been more clear on that. Here is what you drew (I found this site mentioned somewhere on the forum a while back).
Unhelpful answer, but yes there is haha. But as you already seem to have found out, you can also access the path in the object properties.
Youāre rotating towards the point and applying a force in the direction of the car car.Angle()
(click there)
Ah, sorry Amigo, I see now you were referring to my ellipse movement solution. Thatās an interesting point and yes I think it could easily be varied by changing the x and y radiuses a small amount. Iāll have a play with it tomorrow.
Yes.
Daveās dot method isnāt bad either, especially if you donāt know 1 software like Inkscape which is my case.
Without being very precise, we could imagine moving certain points (according to Y ordinate) at strategic points (bends or in a straight line), with small random Y variations.
The challenge would be to manage correctly the Y variations in these points, without overdoing it and while maintaining a certain realism.
A+
Xierra
@zGameCreator Try GIMP, it works on Linux, itās arguably the Linux equivalent of Photoshop.
Right, so I 'm going to continue on with my ellipse idea even though zGC is pursuing a different option. 1. Because somebody else might use it in the future and 2. Because itās fun.
Iāve followed up the suggestion from Amigo to vary the path. I did this by using random step in range for the Y radius of the ellipse. I thought the ideal Y radius for my track was about 180 so I used a minimum of 150 and a maximum of 225 with steps of 15 for variation. Meaning it could be any one of 150, 165, 180, 210, 225: five different paths. Every time the car completed a circuit it would change or not change randomly within the given range. Thereās an intial delay of one quarter of the loop time, in this case 1 second to get the car to the right side of the track so that it would start its variation in the right place.
The events shown here are not the ones used for the gif. In order to make the gif semi interesting I made sure it did all the variations one time.

Very well done i must say, but i prefer the other way. ![]()
I watched the vid! - so youāve got a hard turn at each arrow - Which actually is another way of doing things! You could use loads of arrow objects - when its in collision (every time i type collission it takes me three goes to get the number of lās and sās right!) with arrow - raycast in the direction of the arrow to find the next one and rotate towards it!
Hello!
It is a good start.
Arrows are also not bad to add variance in the path. They could be fixed or even sometimes randomized.
A+
Xierra
I tried it quickly with arrows but couldnāt get it working better than the points method - I think youād need to number the arrows and tick them off with a variable rather than raycasting at the next one.


