Quote:
Originally posted by SLH
Do you actually want realistic car physics, or realistic looking physics.
If it doesn't need to be perfect it'll be a lot easier.
For example for friction (assuming you're using a vector to represent speed/direction) you could just multiply it by a number less than 1 each frame.
Look =)... Well, my problem really is to simulate turning... and sliding, I really don't know where to start on that... When does it start sliding on that kind of ground(say asphalt) at a certain angle and velocity...