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Rollercoaster simulation using splines and physics

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coasters

Rollercoaster simulation written using Bevy. Press Enter to begin the ride, q to exit at any point.

The track is generated using pythagorean hodograph splines, a spline that has some useful analytic properties. On an Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, generating a spline of 8 segments takes about 25 microseconds, and rendering the spline as shown below takes another 100 microseconds.

Some desirable and/or interesting features for the future:

  • Real-time drag-and-drop editing of spline controls point & orientations
  • Visualization of velocity over time (and detection of stalling)
  • "Booster" segments that boost the player's velocity in a certain region
  • Exporting tracks to a file

Ribbon mesh

Instructions to run

To run this project, you will need to install Rust. Once you've followed the instructions in the link, simply do cargo run --release. That's it!

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Rollercoaster simulation using splines and physics

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