Did not do too much in graphics compare to other great projects shared previously .
Spend most of time to stabilize the vehicle at high speed while in stable manner (no flip around corners etc). Also model the race track in more automatic way (through curves/array) as I am not that good at artistic tastes.
There is another approach to build race tracks through blocks, but I found it seem like need to build all different situations in advance.
There are definitely cons/pos for both curves vs block approach.
Around the speed feeling, one technique is to fake the speed number, but found it made other logic harder to calculate. So then try to stabilize the vehicle at high speed.
Another thing want to try in the game is to transform vehicle in real - time and make it behave differently (speed up/harder to turn).
Not sure if it is just me, but latest bullet physics seem to be not able to skid that much compare to older version.
Finally had a time attack function (finally more like a game ) with boosts/brake effects
It requires two patches (or hacks)
One patch for vehicle system is not currently integrated with Armory RigidBody (RigidBody.contacts will not able to get the vehicle rigid body)
Dynamically disable/enable particle system (there are spawning method… but it seem to not able to just disable in time)
I think my current codes need major upgrade to work with latest armory (did a shot, and see a lot of APIs are different and still not able to make it work).
And sorry I am actually no longer maintain that repo due to work related.
I think maybe try the official vehicle demo as a starting place (as it have the up to date API with the current armory)
The other possibility (though not recommend) is to use the older armory (0.5) and apply the fix in the git repo