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UID:pretalx-godotcon-ams-2026-GAWZDR@talks.godotengine.org
DTSTART;TZID=CET:20260424T100500
DTEND;TZID=CET:20260424T103500
DESCRIPTION:In this talk I want to take you on my three year journey buildi
 ng a high-fidelity racing simulation engine in Godot. I’ll show some exa
 mples of projects that have been built with this engine\, ranging from ral
 ly driving with a navigator\, a track day car racing on various tracks and
  ice and driver training for big eight wheel trucks. Some of these project
 s had me working with sports car manufacturers at BAC and Donkervoort\, bu
 ilding high fidelity models of their cars.\n\nI’ll explain why Godot is 
 so well suited for this. We’ll explore the architecture of racing simula
 tions and how to hook up Godot to a GDExtension developed in C++. This nat
 ive component runs a bespoke physics engine based on “Project Chrono” 
 at 1000 Hz. Telemetry drives force feedback for the steering wheel and ped
 als as well as motion platforms and haptic feedback.  The physics engine i
 s connected to a multiplayer networking solution. Godot\, through GDScript
 \, uses this telemetry data to render vehicle dashboard displays.\n\nWe’
 ll finish the talk with lessons learned and some suggestions for future de
 velopments within the Godot community.
DTSTAMP:20260530T233250Z
LOCATION:Theatre 2
SUMMARY:Godot at the limit of grip! - Marcel Offermans
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/GAWZDR/
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