<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>dahart</author><text>&amp;gt; maybe the camera view contributes to the sluggish feeling.&lt;p&gt;Can confirm. I was physics lead on a console driving game, and we discovered to our surprise that the camera is a critical piece of making sure the physics actually feels like physics, and that it’s quite difficult to get the camera right. The camera can make real physics feel sluggish, cartoony, or just wrong, and a great camera can make fake physics feel real. We humans are pretty sensitive to subtle motions.&lt;p&gt;Making physics feel right is also about lots of other cues too though (cues which aren’t here in this game). Sound and effects and even sometimes tactile feedback are also needed to complete the illusion. Sometimes real physics is surprisingly sluggish, and we don’t notice how slowly momentum changes until we take away the sounds and bumps and dust and skid marks.</text><parent_chain><item><author>jstanley</author><text>Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling.&lt;p&gt;I &lt;i&gt;love&lt;/i&gt; the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads.&lt;p&gt;I&amp;#x27;m curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using Godot[0], based on Godot&amp;#x27;s &amp;quot;VehicleBody&amp;quot;, and getting the physics to work satisfactorily was a major headache. But a procedural world would have made it &lt;i&gt;so&lt;/i&gt; much cooler.&lt;p&gt;[0] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;sidequestvr.com&amp;#x2F;app&amp;#x2F;1403&amp;#x2F;ghost-racing-vr-wip&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;sidequestvr.com&amp;#x2F;app&amp;#x2F;1403&amp;#x2F;ghost-racing-vr-wip&lt;/a&gt;</text></item></parent_chain></comment><story><title>A chill driving game with procedurally generate scenic landscapes</title><url>https://slowroads.io/</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>anslo</author><text>Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, progress them independently, and then resolve the chassis position from that. It&amp;#x27;s not terribly physically accurate but it gets the job done, and is pretty cheap!</text><parent_chain><item><author>jstanley</author><text>Really neat! My only complaint is that the handling is very sluggish. Also it might be nice to have a first-person vew, maybe the camera view contributes to the sluggish feeling.&lt;p&gt;I &lt;i&gt;love&lt;/i&gt; the procedurally-generated landscapes. It really captures the feeling of driving on unfamiliar roads.&lt;p&gt;I&amp;#x27;m curious how the physics works. Is this using raycast wheels? A couple of years ago I made a racing game for Oculus Quest using Godot[0], based on Godot&amp;#x27;s &amp;quot;VehicleBody&amp;quot;, and getting the physics to work satisfactorily was a major headache. But a procedural world would have made it &lt;i&gt;so&lt;/i&gt; much cooler.&lt;p&gt;[0] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;sidequestvr.com&amp;#x2F;app&amp;#x2F;1403&amp;#x2F;ghost-racing-vr-wip&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;sidequestvr.com&amp;#x2F;app&amp;#x2F;1403&amp;#x2F;ghost-racing-vr-wip&lt;/a&gt;</text></item></parent_chain></comment><story><title>A chill driving game with procedurally generate scenic landscapes</title><url>https://slowroads.io/</url></story>