First public release of the Vehicle Physics Kit, the raycast-wheel stack that powers Vehicle Prototyping.
Contact-normal suspension, slip-curve tires with a friction ellipse, and a full drivetrain with auto-clutch plus auto and sequential shifting.
Per-car assist levels (Casual, Sport, Sim), spring-arm chase camera with orbit and scroll zoom, and placeholder engine and skid audio.
Four ready-to-drive roster cars (hatch, coupe, kart, pickup) on primitive blockout bodies, no art needed to start driving.
A bundled demo scene: install the kit, open vehiclephysics_demo, press play.
Seams for making it yours: CustomBodyBuilder swaps in your own car models, InputOverride lets an AI or replay drive, CursorModalOpen plays nice with your UI.
Full README with quickstart, API tour, seam list and required input actions.
Kart stuck-turn fix ported from upstream Vehicle Prototyping: cap-aware drive torque rolloff plus a Casual traction control floor relaxation, so turning hard under power no longer locks you into the turn.
Demo quality of life: only the car the camera follows listens to your keys (one W press no longer launches the whole row), and cars driven off the pad edge respawn on their marks instead of falling forever.
The cars are ugly boxes on purpose. This is a physics library, your game brings the art.
First generation release: the core physics is proven in a shipped game, but the API surface may still move.