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s&box libraries list

Vehicle Physics Kit

fieldguide.vehiclephysics

Raycast-wheel vehicle physics for s&box: slip-curve tires, full drivetrain, assists and a chase camera. No art required.

About

A raycast-wheel vehicle stack for s&box, extracted from our released game Vehicle Prototyping. This is the exact code that game runs: contact-normal suspension, slip-curve tires with a friction ellipse, a full drivetrain with auto-clutch and auto/sequential shifting, per-car assist levels (Casual, Sport, Sim), a spring-arm chase camera, and placeholder engine and skid audio. SI units end to end, deterministic, and it runs on primitive blockout bodies, so you need zero art to get driving.

š—§š—æš˜† š—¶š˜ š—¶š—» šŸ²šŸ¬ š˜€š—²š—°š—¼š—»š—±š˜€: install the kit, open the bundled vehiclephysics_demo scene, press play. WASD drives, mouse orbits, scroll zooms. Want to see it dressed up? Play Vehicle Prototyping, it is this kit with car models on top.

š—•š—æš—¶š—»š—“ š˜†š—¼š˜‚š—æ š—¼š˜„š—» š—°š—®š—æš˜€: define a CarDefinition (chassis, wheels, tires, drivetrain, brakes, assists), spawn it with VehicleFactory.Spawn, and plug your own models in through the CustomBodyBuilder seam. The README in Source covers the full API, the seams, and the input actions you need.

š—™š—¶š—æš˜€š˜ š—“š—²š—»š—²š—æš—®š˜š—¶š—¼š—», š˜„š—¼š—æš—ø š—¶š—» š—½š—æš—¼š—“š—æš—²š˜€š˜€. This is an early release: the core physics is proven in a shipped game, but the API surface may still move and there are rough edges. Feedback, bug reports and feature requests genuinely shape where this goes. Come tell us what you are building: https://discord.gg/JfrwFtn9T

MIT licensed. Fork it, ship it, no strings.

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