2D Vehicles

(patkerr.co.uk)

523 points | by Michelangelo11 4 days ago

43 comments

  • zeroq 16 hours ago
    When mentioning foundational 2d driving models one simply can't omit Marco Monster (2003) [1].

    Also Physics for Game Developers (2001) had a hilarious chapter dedicated to car racing simulation. Most of the chapter is dedicated building the scene in a minute detail - for instance pointing out that the center of gravity of the car will change during the course due to fuel consumption - only to simplify and cancel out most things at the end to leave the reader with just a handful of variables.

    [1] https://www.asawicki.info/Mirror/Car%20Physics%20for%20Games...

    • Hydraulix989 16 hours ago
      Let's not forget Dr. Brian Beckman's The Physics of Racing Series, at the time he was a researcher working at Microsoft on the Forza video game series.

      https://www.youtube.com/watch?v=I8GQCZgCNw8

      I built an OpenGL car physics simulation as an undergrad as a project (pre-Claude). It was very fun.

      • tonyarkles 9 hours ago
        Oh yeah, Physics of Racing Series was fantastic. I’m going to have to dig that up again. Also did a deep dive into it in undergrad and had a blast.
      • patently 13 hours ago
        [dead]
    • hackrmn 1 hour ago
      Pretty cool to click the link and find it has been bookmarked for a decade on my end :-)
  • matsemann 17 hours ago
    I'm sorry, I really want to like and understand this, but the diagrams are worthless and mostly incomprehensible.

    I would've liked to understand more about why it works the way it does, how it achieved the correct feel etc, not just regurgitate whatever the code does.

    I would've liked to know more about how the author achieved what they did, not a blog post anyone with an llm could've written.

    • derefr 16 hours ago
      The diagrams seem to have been written (or generated[1]) while looking at the project source code, and use the sort of bass-ackwards approach to code documentation of giving a “post-hoc summation” that only makes sense when you’ve already read the code, rather than serving as an introduction to the code for someone who hasn’t read it yet.

      That being said, AFAICT, the diagrams are also basically irrelevant to the article in its capacity as a high-level overview of the project. You can just ignore them for the purpose of reading the article.

      It’s when digging into the project source code that you should look at those diagrams, and then feel frustrated by how much they suck. :)

      ===

      [1] This seems to happen a lot with LLM-generated code docs / diagrams / etc, when the docs are written in the same session as the code itself, but later; the LLM seems to see the docs as “following” the prior work in its linear context, and so mistakenly writes as if the reader of the docs will have also read whatever’s in the context before getting to the docs. That assumption, of an incrementally-growing shared context that can be implicitly made reference to by “later” text to compress that “later” text, makes a lot of sense when generating one long linear stream of prose, or even when generating a series of chain-linked entries (like conversation responses, or chapters of a book); but doesn’t work out when generating a web/graph of separate bits of text. This is kind of a fundamental flaw in producing coding agents as fine-tunes over conversational base models, and it’s one that coding-agent harnesses have yet to really focus on addressing.

      • tsukikage 16 hours ago
        "One body, three behaviours"

        Much of the text is generated as well.

        • PatKerr 14 hours ago
          Just the little bits of text glueing the (yes, machine generated) diagrams together as I recall, when I was indeed trying to finish the thing off in a bit of a hurry.

          I wrote the rest of it "by hand" though.

          • irskep 14 hours ago
            When you give even an inch to an LLM like this, people will assume you did it all like that. And it’s not a bad assumption given what’s out there these days.
          • Tepix 7 hours ago
            The first part read human written, then it degenerated into slop. Nice javascript demo though
    • PatKerr 15 hours ago
      What in particular would you like to know?

      As I said in the summary article, the core is a "textbook" 2D rigid body simulation (the "Brick" layer), and the Car bit is mostly a matter of deciding what forces are applied to the tyres.

      In short, the tires "like" to go back and forward, but resist going sideways (relative to the direction they are pointing in).

      The forces which are applied at the tyres are roughly equivalent to friction, but not quite (friction is stranger than many people think, and is not actually very velocity dependent). In some ways my tyre forces actually behave more like a form of "viscous drag" actually. I knew this was a bit dodgy at the time, and it was a sort of conscious "hack" that was chosen to produce "playable" behaviour as simply as I could.

    • bensyverson 14 hours ago
      Yes, without really solid direction, agents will produce absolutely impenetrable diagrams. "The single biggest problem in communication is the illusion that it has taken place."
  • wongarsu 16 hours ago
    GTA I and II had really fun car physics. Just driving around and evading police was fun, in a way the later 3d games in the series didn't quite capture for me
    • whilenot-dev 7 hours ago
      Losing control of the vehicle in birds-eye view felt closer to reaching my human limits than reaching the vehicle limits, I really missed that with the change to 3D. The whole city also truly felt like it was designed around the birds-eye view, like the group of Hare Krishna (GTA I) or Elvis impersonators (GTA II) behaving like virtual ants when rushing into them was always something magical and wasn't quite the same in 3D.
    • Razengan 16 hours ago
      I still remember GTA 2 had the best radio

      Laughing vampires dance!

      • slazaro 16 hours ago
        I love the japanese girl screaming in the loony gang radio with the drum and bass!
        • sublinear 12 hours ago
          "The world's on fire, man, when you swallow down Lithium!"
  • slowin 18 hours ago
    It still feels great to play! I love the history too, it's actually a great example of why prototyping "toys" is so important in product development. It allows you to play with isolated concepts without baggage or the expectation to make things production grade. Just getting straight to the point.

    Great story, programming and mechanics.

    • PatKerr 15 hours ago
      Thanks. I'm glad you got something out of it.
  • joshu 17 hours ago
    no dynamics model (uses bicycle model) but i built a solver for parking

    http://truckslop.joshu.dev/

    • rafeto 2 hours ago
      Cool project. Have you tried to implement articulating drawbar trailers[1]? The ones where the first axle of the trailer is fixed to the drawbar, making the front wheels turn when the drawbar moves. They seem to be much more common in Europe than in the US. In my experience, these are much harder to back up than fixed axle trailers.

      [1]: https://www.pacton.nl/en/products/drawbar-trailer/drawbar-tr...

    • erikig 17 hours ago
      The visualization of potential results is quite mesmerizing.
      • tonyarkles 9 hours ago
        “One cone (Joshua)” is wild for the exploration it does before settling on a solution!
        • joshu 8 hours ago
          yeah that one really tortures it
    • JK-Swizzle 17 hours ago
      That was a lot of fun to play with.

      I think the fractal solver is bugged, but maybe I am just using it wrong. It says placing a cone in the red zone will block the vehicle, but either the colors are inverted or the backend is off, because everything is red except a few spots.

      Otherwise very fun. I managed to park a truck the solver called impossible :)

      Note: Using safari on an iPad of that matters.

      • joshu 8 hours ago
        can you post a screenshot? i haven't tested on ipad
    • murkt 17 hours ago
      This is pretty fun!
    • Aeolun 14 hours ago
      Is it actually solving anything though? It always seems to get stuck with the semi half sticking out.
      • joshu 8 hours ago
        try different maps, editing the constraints, etc? it's sortof a "torture the optimizer" but it does solve many things
  • londons_explore 17 hours ago
    This is what taught me how to do handbrake turns.

    And shortly after I learned how expensive tyres were, I stopped doing handbrake turns.

    • bita_nidir 17 hours ago
      GTA didn't exist back then, so I had to learn them from the lore.

      And shortly afterwards, in addition to all the different physics-in-action experience, I learned about how car insurance excess works.

      • rwmj 16 hours ago
        I ruined someone's car park learning to do handbrake turns, about 5 years before GTA 1 came out. But (coincidentally) only a few miles from Dundee where GTA was developed! I went to university with some of the people who had done Lemmings levels.
    • prmoustache 14 hours ago
      I knew about tires prices and cable wear on non hydraulic handbrakes so I really only played with the scandinavian flick or the handbrake on snowy days.
  • defenestration 2 hours ago
    Yes, it feels like the memory I have of driving and sliding in GTA 1 and 2. Cool that you have posted this. I like the way you have modelled the physics as simply as possible while still giving a realistic feel.
  • ionwake 16 hours ago
    To the creator, thank you. I spent many years almost 2 decades alter playing multiplayer gta2 with my good friend during late night sessions.

    Thank you for a great little physics engine

    • PatKerr 15 hours ago
      You're very welcome.
  • uptownhr 5 hours ago
    https://games.zabaca.com/games/roadkill/ just created this and added a zomebie survival mode on top
    • lsh0 52 minutes ago
      I just sunk an hour into this. I'm feeling better already.
    • orliesaurus 5 hours ago
      omg yes thats awesome, please add save-game functionality i wanna play more later but i have to go touch grass
  • plasticeagle 4 hours ago
    I wrote a 2D car physics engine, using Verlet integration. Unfortunately, I wrote it in ActionScript instead of something sensible.

    It did work great though.

  • codeulike 17 hours ago
    Interesting that he namechecks Thrust from 1986, an absolutely amazing game for the BBC Model B, and I guess the first 'physics' game I ever encountered. The 'towing' physics were amazing.

    https://youtu.be/Dt44PEIWBRg?is=CbVTRyDfo8Nt56fH

    Thrust was by Jeremy C. Smith who went on to work on Exile with Peter Irvin

    • fidotron 16 hours ago
      There was a demo of a remake in progress on the Archimedes which did the rounds back in the 90s which was also amazing https://www.youtube.com/watch?v=jssOIpGYH3E which was the first game I saw do real time anti aliased line rendering for the ship-ball connection.
  • baw-bag 14 hours ago
    I have been trying on and off to achieve this for years and what really bothered me was at slow speeds (reversing into a parking space), my vehicle would move laterally to the wheel direction. I could never solve that issue without hacking it which really annoyed me. Last time I tried was during covid. I picked up "The Multibody Systems Approach to Vehicle Dynamics - 2004" for 99p in a local charity shop. Far, far too advanced for me but I did manage to simplify it with google and some questions on stack to get nice handling. Alas that slow speed lateral motion, just knowing it was there made me shelf it again.

    I am determined not to use a LLM or even this article to solve it at some point in my life.

    Thanks for sharing.

    • cholindo 3 hours ago
      I made a parking simulator a long time ago. To make it realistic, you have to take into account that each wheel turns at a different angle. Both turning wheels need to turn at an angle that meets in the same point of a line that comes out of the back wheels. And, at low speed and acceleration, there is no drifting. To determine how the car moves, since all the wheels point to the same intersection point, just do angular movement of the car pivoting on that point, making angle * radious of the center of the drive wheels match the speed of the car. Wheel differential compensates for choosing the center of the wheels.
    • PatKerr 14 hours ago
      That's an interesting problem, and I can't immediately see why you would keep getting a side-effect like that.

      Good luck with figuring it out!

  • PatKerr 15 hours ago
    Hello. I am the Pat Kerr in question.
  • discobean 11 hours ago
    This is really cool. A few months back I wanted to re-create the gta feeling in 2d myself with claude - I have no idea how to write games.. After about a few weeks it ended up in 3d, and completely different, and nowhere near as fun.

    https://2e7b8cb5.city-driver.pages.dev - remember to do ignition, and start the car

  • entropie 15 hours ago
    Can you please add a "parking simulator" mode? Iam not joking, my SO wants a simple way to train parking and I think that could work very well. Or maybe just let one draw obstacles.
    • addandsubtract 5 hours ago
      There are various games that do this pretty well. For example: https://store.steampowered.com/app/4265570/Parking_in_Tight_...
    • PatKerr 14 hours ago
      It's probably not a realistic enough simulation to be a viable learning aid, but that's a funny idea.

      I might build something else on top of this though, and will try to keep parking in mind!

      • entropie 12 hours ago
        Its more like focusing on more than one thing (little momentum) while also figuring out how to steer. It doesn't have to be overly realistic.
  • bita_nidir 17 hours ago
    Nostalgic!

    It'd be amazing to hook is up with the engine sound simulator: https://github.com/ange-yaghi/engine-sim

  • lpeancovschi 12 hours ago
    I built a 2d iOS game using this concept a while ago. It was built using SpriteKit: https://apps.apple.com/us/app/drift-mania-infinite-car-racer...
  • Devalyus 4 hours ago
    Going backwards while holding handbrake makes perfect circle :)
  • thih9 9 hours ago
    Why I like it and always have:

    1. Hold accelerate for three seconds

    2. Press handbrake and right for half second

    3. Hold decelerate for three seconds

    4. Press left for half second.

    5. Goto 1.

  • TomGarden 15 hours ago
    This feels incredible to play, even with the simple graphics. Wow. Top class
    • PatKerr 15 hours ago
      Thanks. I'm glad you liked it.
  • DHolzer 5 hours ago
    the classic ship feels great to control. It reminds me of flying FAO in Elite Dangerous. Thank you!
  • the-grump 13 hours ago
    Oh how I loved driving around in GTA 2!

    Thank you for your great work there and for sharing how you did it. I felt nostalgic playing with the model.

  • andremendes 17 hours ago
    If you accelerate the Car, then switch the configuration from Car to Brick, the brick won't slow down. Not sure whether is it intended but it feels wrong.
    • PatKerr 14 hours ago
      There isn't much "air resistance" (or general velocity dampening) on these things, and the velocities carry over when you change the body's "shell".

      So, it's sort of intended, but also not very significant one way or the other.

  • olivierestsage 12 hours ago
    I speak for an entire generation of people when I say thanks, nice job with this
  • m00x 15 hours ago
    This is painfully awful Claudeslop. They didn't even bother changing the default style.
    • PatKerr 15 hours ago
      Correction, it was some mildly ChatGPT-assisted PatSlop.

      I speak with some authority on the matter. ;-)

  • MisterMunchkin 17 hours ago
    Even that little simulation is really fun. I’d like to play a little 2D game with this mechanic.
    • PatKerr 15 hours ago
      Maybe I'll make one, if I get time, and am not distracted by other things.
  • octol 10 hours ago
    I think this is just Autodesk Vehicle Tracking
  • iammjm 17 hours ago
    Really nice. GTA 1 & 2 were really amazing. I had a lot of good times with them.
  • jryb 17 hours ago
    d doesn't turn right for me, but shift+d does. Arrow keys do work though.
  • JacobJack 16 hours ago
    GFA Basic !… So many memories are coming back to me.
  • hendry 17 hours ago
    Feels like the original, just need some thing to run over.
  • gaghak2010 17 hours ago
    It's an interesting project, although not a physics expert I am so curious what the original version looked like!
    • PatKerr 14 hours ago
      The original was very similar, but with minimum UI (no "Settings" panel), and it was just black on white line drawings, although I did add skid trails etc. after I'd got the core of it working.
  • Cadman021 17 hours ago
    I liked your idea. It was really cool.
  • carlos256 17 hours ago
    AI content.
    • frou_dh 16 hours ago
      Learn from the old master... with a big stinkin' LLM interposed!
      • PatKerr 14 hours ago
        Partial AI use, yes, on the diagrams -- somewhat as an experiment to see whether it was any good. I thought it was better than nothing.

        But the core text was hand-written, and the code faithfully represents the logic of the hand-crafted original from 30 years ago.

        • nnevatie 6 hours ago
          The overuse of words such as ”deliberate” give it away.
  • LumJerliu 16 hours ago
    Really nice game
  • hackermeows 15 hours ago
    no understeer? fronts are too grippy
  • Barbing 15 hours ago
    StopTheMadness Pro users on iOS: exempt website, so you won’t keep selecting the text on the controls. May still highlight the “Speed Zoom on” line though.
  • TacticalCoder 16 hours ago
    > It began as a little wireframe demo written in GFA BASIC on my Atari ST home computer (and was later ported to C for use in the actual game).

    The Atari ST is in the news today on HN! (there was a TFA about the Atari Falcon, which was a really big Atari ST).

  • rasz 11 hours ago
    no clutch = no clutch kick drifting
  • alexx-devv 5 hours ago
    [flagged]
  • rrr_oh_man 18 hours ago
    [flagged]
    • fxtentacle 17 hours ago
      I'd say you're fully off the mark here. That page contains serious architectural insight on how to make a "designed" car feeling work within a "physically correct" collision engine. Getting the balance right is super hard and he explains how to do it. I'm confident no AI could do that architecture, so this is most likely hours of hard work with a thin layer of LLM gloss on top.
    • VMG 18 hours ago
      No, I don't want to see the prompt. Yes it has some llm tics, but it's clear that he went back and forth before arriving at this. Why would I be interested in the transcript?
      • whateveracct 17 hours ago
        Pangram says the first half is human and second half is gen AI.

        Ran out of steam, I guess...

        • 876433790 16 hours ago
          Why didn't you check each sentence manually for signs of LLM use, and instead sloppily let Pangram do it for you?
          • whateveracct 14 hours ago
            well here's the thing - i did! i smelled the 50/50 and then gave it to Pangram. Neither my nose and Pangram are 100% accurate, but when they both get a hit I'm pretty confident.
        • PatKerr 15 hours ago
          Yes, I let the AI generate the diagrams from the code, a bit like tools such as "Doxygen" would in the olden days.

          I was a bit pushed for time, and didn't feel inclined to try making the diagrams myself.

          Still, I agree that they're a bit "slop adjacent". However, I thought they would be better than nothing for someone trying to get their bearings.. and I did iterate on them a bit to get them to be more useful than the initial clanker efforts!

        • forrestthewoods 17 hours ago
          yes and? someone sharing the details of an extremely popular project is super cool. comments like this will not encourage more people to share more cool things.

          I'd be ecstatic if more people used AI to share more cool things they've done. that'd be awesome. more of this blog post please.

          • matsemann 17 hours ago
            But very little of the author shines through here, at least after the intro. I, too, would like to hear more about how someone built stuff, but this is not it.
    • glouwbug 16 hours ago
      This is good shit
  • NewsaHackO 18 hours ago
    >One weekend in late August 1996, I wrote a 2D physics simulation which later became the basis of the vehicle system in the eventually popular game "Grand Theft Auto" aka "GTA".

    I don't mean to be... judgemental, but if you had the talent to go something like this, why devolve on the remake? One could think that a person with your level of skill would be one of the main vanguard for hand coding. Again, I don't want to be too judgemental, as I am not a great programmer and use assisted tools when planning and designing personal apps, but I am just curious.

    • GaryBluto 18 hours ago
      Why needlessly do extra work when it's easier than ever before to modernize what is already made? Why would he want to be a vanguard for "hand coding"?
      • DonaldPShimoda 18 hours ago
        Sometimes the reward lies in the doing, not in the done.
        • zeven7 17 hours ago
          He's already done the doing.
          • DonaldPShimoda 17 hours ago
            Yes, I recall well the famous words of Claude Monet: "Well, I painted one scene of water lilies. That should be more than enough for a lifetime."
            • PatKerr 14 hours ago
              LOL!

              I am the author of this thing, and I find your comment very amusing. ;-)

        • AustinDev 17 hours ago
          And for that same reason people knit their own scarves but they don't expect the scarf they see at the store to be hand knit.
        • purplecats 5 hours ago
          > Sometimes
        • croes 17 hours ago
          And sometimes not.

          Seems the author chose option 2 and focused on the article instead.

          • DonaldPShimoda 17 hours ago
            So often it feels like people lose track of the actual conversation happening in the comments in favor of posting a cute quip for points...

            This thread originated with one poster expressing disappointment that someone of the author's acumen would choose this path, and another poster asked why the author (or someone of their skills) should have chosen a different path. I weighed in with an answer to that question.

            Obviously the author did not see things the way I suggested, or else the conversation would not have happened.

      • Fraterkes 16 hours ago
        If hand coding doesn't matter, why have your ai write a lengthy explanation on the implementation and architecture of some feature? You don't think this juxtaposition is a bit odd?
        • GaryBluto 16 hours ago
          I never said manual coding doesn't matter and I don't think anything Kerr wrote implies that he thinks that either. Nor does using LLMs to code mean the implementation and architecture doesn't matter.
    • bradharris 17 hours ago
      I've been a developer for not nearly as long as the author but long enough that at some point it felt like I was writing the same code and same abstractions over and over again and sometimes a new novel problem would reinvigorate my love of programming but today I'm happy to let an LLM write the tedious code while I give the more fun high level architectural direction and when reviewing the code sometimes I'll give it a nudge in a different direction. I suspect the author has written code like the 2d car physics many times over. Just my 2 cents.