January 26, 2017
Shortly after completing the prototype I realized that the way that Unity simulates drag isn’t suitable for racing games. Unity’s drag is linear, but real aerodynamic drag is quadratic. This means that in Unity, doubling a car’s velocity only subjects it to twice as much force from drag, but in real life doubling a car’s velocity quadruples the amount of force. This is an incredibly important force for real cars, so it should be for hover cars as well.