After one AI search, I learned that what I was looking for is called Joints. So, after moving the boring landscape/terrain stuff into its own Plugin, I got busy trying to make a wheel axle using Joints. Side note: Did you know that dividing by 0.2 is not the same as dividing by 2.0? You did? Huh, apparently I'm special then. My smooth brain wasn't able to see the difference, and this combined with the fact that I was setting the joints on the wrong side of the axis, costed me about 4 hours of trying to figure out why everything exploded as soon as it got connected. But alas, I managed to build the wheels on axles that I had envisioned, and the results were!!... very underwhelming at best... +sigh+ The way I set up the spring-like Joints made the car's axles unstable and shaky, and the car was barely able to turn. On top of that, the wheels kept on spinning for some reason. In light of that, I gave it a quick (desperate) try to set the front axle to be the one in control, bo...
I was thinking: "instead of doing the car physics myself I should probably get a physics engine." So, a couple of online searches lead me to consider Avian, XPBD and Rapier. XPBD seems to be dead (because it is the predecessor of Avian? no idea), so that's a no go. So, it is just a matter of choosing in between Avian and Rapier. After watching a couple of videos and having an AI bot summarize the advantages and disadvantages, I've decided to go for Avian. It's native ECS integration pretty much sold it to me. Time will tell if it is the best choice. In any case, I gave Avian a try. As soon as I added the Plugin and configured the "car" as a Dynamic Rigid Body, (and got rid of the custom speed code,) the red block was ready to go. It accelerated as expected, and even decelerated as well. However something wasn't right. The "car" wouldn't flip when it fell from the brown platform. First I thought I was configuring the whole thing wro...