u/frykzen

▲ 49 r/mxbikes+1 crossposts

Today is Day 5 of building a completely physics-driven Motocross game, and I have amazing news: all the features from yesterday are officially finished and fully implemented!

On top of completing those mechanics, I completely overhauled the graphics and added a functional settings menu. Unlike yesterday, I am also attaching a full showcase video today so you can see everything in action!

Here is the breakdown of what is now fully completed and new in the project:

⚙️ Completed Physics & Mechanics

  • Independent Rear Physics: Divorced the rear wheel's travel from the frame for that authentic, loose dirt bike slide.
  • Dynamic Traction & Slip: Simulated realistic front-end slipping and vital mid-air attitude control using wheel momentum.
  • Powertrain & Clutch: Modeled a true engine torque curve, RPM system, and a manual clutch to back the bike into corners.
  • Rider Mass Shift: Weight shifting forward and backward now heavily influences stability, balance, and suspension loading.
  • Camera & Crash Logic: Reworked the helmet cam for better immersion and built a ragdoll crash system with quick respawn.

🎮 New Day 5 Features & Upgrades

  • Overhauled Graphics: Completely upgraded the visuals, lighting, and textures for a much cleaner look.
  • Settings Menu: Added a menu so you can adjust your performance and graphical preferences.
  • Polished UI: Finalized the clutch/shift indicator and the paper icon menu in the top right.
  • The Evaluation Track: All mechanics are fully integrated and tested across brutal whoops, deep berms, and massive step-ups.

my funding page here: buymeacoffee.com/frykzen1 . You can also join our brand new official community over at r/MXlegacy!

Check out the attached video to see how loose, violent, and alive the bike finally feels!

u/frykzen — 1 day ago
▲ 19 r/mxbikes+1 crossposts

Day 4 Update: Physics-Driven MX Game – Loose Rear, Engine Mechanics & Big Community News!

Hey everyone!

I’m back with Day 4 of building a completely physics-driven Motocross game. Today due to too many features being worked on no showcase video is gonna be showeb but i have listed the changes and will upload a screenshot with a sneak peak to what i have done today.The feedback so far has been incredible. Because a few of you asked how to support the project, I’ve officially opened a funding page here: https://buymeacoffee.com/frykzen1 . I also started a brand new official subreddit for the project! Come join the community over at r/MXlegacy.

Today was all about breaking the rigid laws of traditional racing physics to capture that true, loose dirt bike feel.

Here is what I focused on today:

  • Separated Rear-Wheel Physics: I divorced the rear wheel's direction of travel from the bike's frame. Real dirt bikes don't ride like street bikes; the rear is constantly sliding, dancing, and moving independently, not just during cornering.
  • Dynamic Traction & Surface Slip: I implemented a complex traction factor that scales with power-induced wheel spin. This introduces realistic front-end slipping, wheel hops, and vital mid-air attitude control using rear-wheel momentum.
  • Powertrain & Clutch Integration: I modeled a true engine torque curve, functional RPM system, and a manual clutch. You can now pull the clutch, downshift, dump it, and back the bike into corners beautifully.
  • Exaggerated Rider Mass & Lean: I made the rider's forward and backward weight shifting significantly more noticeable. Your body positioning now heavily influences rider balance, bike stability, and suspension loading.
  • Upgraded UI & Shift Indicator: I added a clean "clutch and shift shower" directly to the UI so you can monitor your gears and RPMs. I also added a little paper icon in the top right of the screen that opens a clean menu showing all these new changes.
  • First-Person Camera Overhaul: I reworked the helmet cam to be less violently shaky while making the dynamic head movement feel way more immersive and true to life.
  • Ragdoll & Crash Logic: I built an early crash detection system that separates the rider from the bike, triggers a physics-based ragdoll, and allows for a quick respawn.
  • The Test Course: I put all of this to the test on a custom evaluation track featuring a brutal whoops section, deep berms, tabletops, and a massive step-up.
  • New ui: overhauled ui.

The bike finally feels loose, violent, and alive.

u/frykzen — 2 days ago
▲ 45 r/mxbikes+1 crossposts

Working on a 100% physics-based MX game! Here is my Day 3 progress update.

Hey everyone!

I’m back with Day 3 of my journey to build a completely physics-driven Motocross game. The grind continues to make everything feel as realistic and organic as possible without relying on cheap, pre-baked animations.

What I focused on today:

  • Physics-Based Rider: Working on how the rider's body actively reacts to G-forces, impacts, and weight shifts rather than just sitting stiffly on the seat.
  • Better Suspension: Fine-tuning the damping and spring rates even further to handle harsh landings and deep ruts without losing stability.
  • Camera Work: Tweaking the camera follow-logic and dynamic field-of-view to better convey the sense of speed, elevation changes, and the violence of the terrain.

It’s a massive puzzle to get all these systems to play nice together, but the momentum is building and the bike is feeling more alive by the hour.

u/frykzen — 4 days ago
▲ 84 r/mxbikes+1 crossposts

Working on a 100% physics-based MX game! Here is my Day 2 progress update.

Hey everyone!

I’m back with Day 2 of my journey to build a completely physics-driven Motocross game. My main goal is to avoid pre-baked animations and let the physics engine handle the interaction between the bike, the rider, and the terrain.

What I focused on today:

  • Suspension Tuning: Dialing in the front forks and rear shock rebound so the bike doesn’t just bounce like a toy.
  • Center of Mass & Lean: Implementing active rider weight distribution to affect traction when cornering.
  • Tire Friction: Tweaking the slip angles so you can actually slide the rear wheel out if you give it too much throttle.

It’s still incredibly raw and there are plenty of bugs, but the core "feel" is starting to surface.

Would love to hear your thoughts on how the suspension compression and bike chassis look in this clip!

u/frykzen — 4 days ago