2D Vehicles

(patkerr.co.uk)

104 points | by Michelangelo11 3 days ago

14 comments

  • slowin 55 minutes 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.

  • londons_explore 31 minutes 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 20 minutes 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.

  • bita_nidir 5 minutes ago
    Nostalgic!

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

  • joshu 31 minutes ago
    no dynamics model (uses bicycle model) but i built a solver for parking

    http://truckslop.joshu.dev/

    • murkt 20 minutes ago
      This is pretty fun!
  • codeulike 21 minutes 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

  • MisterMunchkin 9 minutes ago
    Even that little simulation is really fun. I’d like to play a little 2D game with this mechanic.
  • andremendes 15 minutes 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.
  • Cadman021 9 minutes ago
    I liked your idea. It was really cool.
  • iammjm 20 minutes ago
    Really nice. GTA 1 & 2 were really amazing. I had a lot of good times with them.
  • jryb 12 minutes ago
    d doesn't turn right for me, but shift+d does. Arrow keys do work though.
  • NewsaHackO 57 minutes 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 55 minutes 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 48 minutes ago
        Sometimes the reward lies in the doing, not in the done.
        • AustinDev 32 minutes 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.
        • croes 4 minutes ago
          And sometimes not.

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

        • zeven7 32 minutes ago
          He's already done the doing.
          • DonaldPShimoda 16 minutes 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."
    • bradharris 21 minutes 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.
  • hendry 30 minutes ago
    Feels like the original, just need some thing to run over.
  • gaghak2010 26 minutes ago
    It's an interesting project, although not a physics expert I am so curious what the original version looked like!
  • rrr_oh_man 1 hour ago

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      >  font-weight: 750;
      >  color: var(--accent);
    
    
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    Just give us the prompt..
    • fxtentacle 31 minutes 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 52 minutes 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 37 minutes ago
        Pangram says the first half is human and second half is gen AI.

        Ran out of steam, I guess...

        • forrestthewoods 18 minutes 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.