Create Your First Project
Start adding your projects to your portfolio. Click on "Manage Projects" to get started
DriveTime
Genre / Platform
3D Arcade-Simulation Driving | PC
Engine & Language
Unity | C#
Role
Sole Programmer (Student Project)
Technical Features & Implementation
Ackerman Steering Geometry: Calculated correct inner and outer wheel angles based on turn radius to prevent tire scrubbing and ensure realistic low-speed maneuvering.
Custom Suspension Physics: Implemented a suspension model using raycasts/spring-damper equations with anti-roll bar logic to stabilize the chassis during high-speed cornering.
Drifting & Friction: Programmed a traction loss system that modifies wheel friction curves dynamically, allowing for controlled handbrake turns and powerslides.
Arcade Mechanics: Integrated impulse-force systems for boost pads to seamlessly blend simulation physics with arcade gameplay elements.
Physics-Based 3D driving simulation student project developed in Unity (C#), that implements custom vehicle dynamics including Ackerman steering geometry, anti-roll bar suspension physics, and state-based friction handling for drifting mechanics. This project focuses on programming realistic yet responsive vehicle physics without relying solely on standard Unity wheel colliders. I engineered a custom controller that handles complex suspension forces and steering geometry to create a basic arcade-simulation driving experience.
Key Systems Built
Custom Raycast Suspension: Developed a spring-damper model from scratch to replace standard Wheel Colliders. This achieved higher performance and more predictable physics behavior, allowing for fine-tuned chassis stability and tactile player feedback.
Ackerman Steering Geometry: Calculated differential steering angles for inner and outer wheels, which eliminated "tire scrubbing" during low-speed turns, resulting in a more realistic and intuitive maneuvering experience for the player.
State-Based Friction & Drifting: Programmed a dynamic traction system that modifies friction curves based on player input and velocity. Resulting in a skill-based drifting mechanic that rewards precise timing, increasing player engagement through a "risk-reward" cornering system.
Arcade Impulse Integration: Integrated discrete force-based systems for boost pads and environmental hazards, blending realistic simulation with arcade gameplay, ensuring the vehicle remains stable even during high-velocity physics overrides.
Technical Highlight
Custom Physics Architecture: Rather than relying on Unity's built-in physics presets, I engineered a modular vehicle controller using pure C# math for suspension and anti-roll bar logic. This allowed for total control over weight transfer, preventing vehicle "flipping" during high-speed cornering and providing a realistic driving feel.









