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Improved physics and AI handling with 0.0.9 update



Re-vamped physics and AI behaviour with new takedown slow-mo mechanics, 4 player splitscreen and a photo mode!

0.0.9 re-writes a lot of the physics and AI handling to finish off the final drive feeling and gameplay of Phaseshift's vehicles. 

Physics and Power modelling


Previously PS:E used a throttle on approach that felt a little unnatural and too arcadey. While this is fine, as a motor vehicle enthusiast gears are an awful lot of fun, and can really help liven up the audio with an engine rising through the gear as you gain pace. With this new version we now have a working gear ratio based engine torque algorithm that increases power output through the gears and tails off naturally with a realistic torque curve. 

An engine's top speed and acceleration can simply be changed by adjusting torque output, torque curve and gear ratios. We can make engines feel ever so slightly different too whilst keeping the balancing between them fair. This has also allowed for appropriate difficulty banding and scaling, and so buying upgrades for your engine and other parts will allow human players to be able to challenge tougher opponents.

Aerial tricks have changed too, with a more gentle taper when rotating in the air. While still not perfect (trying to find that balance!) it feels more natural when performing tricks.

AI Behaviour


Of course, because the physics completely changed, it also meant I needed to revamp how the AI behave too. While they were okay initially, they didn't brake or boost and the way they triggered abilities was sort of 'as soon as one was picked up'. I've now created personality style behaviour around aggression where AI have personality traits that determine their behaviour. If they are aggressive, braking isn't high up on their priority list, and they want to attack with pick ups as soon as possible. An AI who is more passive may wait until their pickups have bene powered up, will follow racing lines and are more likely to cleverly use defensive pickups like the Barrier at more beneficial times. 

This personality traits behaviour will be expanded when new game modes are out, if pit lane repairs are introduced and other abilities added. It's super fun to see how differently AI will race during a session, and this will only get more chaotic the more abilities and characters are added!

Physics and AIv0.0.9


Oct 12, 2025
  • Improved physics handling and added in gear ratios
  • Improved aerial trick behaviour
  • AI now use the new physics system, and added personality traits to vary Ai behaviour
  • AI can brake and use boost depending on the severity of a turn
  • Added the ability for localisation
  • Added Takedown logs to the in-game HUD
  • When player does a takedown, follow camera goes into takedown mode, causing a slowdown in time, and a focus on the destroyed vehicle
  • Added a photo mode
  • Added in local splitscreen support
  • New feats including Double Takedown, Triple Takedown, Monster Takedown and Rampages
  • Fixed audio triggers, fades and stops when transitioning between scenes
  • Improved transitions between cinematic and game cameras
  • Separated PositionRows into an overlay, not individual HUD specific
  • Targeting reticules work with each local player separately
  • HUDModule supports up to 4 players
  • AudioManager refactoring and fixing
  • CameraManager re-write and refactor

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Author

Josh Lyell

Game Developer

Other Combat Racing games

A futuristic bike races past a logo of the game titled Phaseshift

Phaseshift


Developer: Bubblehead Game Dev

Genres: Combat RacingRacingAction

Platforms: PC


Release date: Apr 8, 2022