Modern games use a few different approaches depending on the game style, performance budget, and how realistic the driving needs to feel. Most games do not just “add speed and rotate the wheels” anymore — but visually, that’s still part of it.

There are usually two separate systems:

  1. Vehicle physics (how the car moves)
  2. Wheel visuals/animation (what you see)

Common approaches

1. Arcade/simple approach

Used in:

The game:

Example:

wheelRotation += vehicleSpeed * dt / wheelRadius;

Steering:

frontWheelYaw = steeringAngle;

This is cheap and easy.

The downside:

A lot of open-world games still fake large parts of vehicle behavior because full physics is expensive.


2. Raycast wheel physics (VERY common)

This is the industry standard for many modern games.

Used in:

The wheel is not actually a physical rolling cylinder.

Instead:

The visible wheel mesh is then positioned and rotated afterward.

So internally the wheel is often:


How it works

Each frame:

Suspension

Cast a ray downward:

car
 |
 O  <-- wheel attachment point
 |
 | raycast
 |
ground

Measure:

Then apply spring force:

F = springStrength * compression

And damping:

F -= damping * suspensionVelocity

Tire grip

The game computes:

Then applies forces to the rigidbody.

This is where drifting and handling come from.

Most modern games use variants of:


Wheel visuals

After physics:

The rotation itself is usually still:

rotation += linearSpeed / radius * dt;

So yes — visual wheel spinning is often just speed → rotation.

But the vehicle movement itself comes from physics forces.


3. Full rigidbody wheel simulation

Used in:

Examples:

Here:

This is expensive.

Problems:

Ironically, more realistic physics often feels worse for gameplay unless carefully tuned.


Why raycast wheels dominate

Because they are:

A real rolling collider can:

Raycast wheels avoid most of this.


What AAA games usually do

Most AAA games use:

Then layer on:

Even “realistic” racing games contain a lot of hidden assists.


Interesting detail

In many games:

are all separate things.

The visible wheel may even lag slightly behind the physics wheel for smoothing.


Typical modern pipeline

Input
  ↓
Engine/drivetrain simulation
  ↓
Wheel suspension raycasts
  ↓
Tire force calculations
  ↓
Apply forces to chassis rigidbody
  ↓
Integrate movement
  ↓
Update visual wheel meshes

If you're making a game

A good progression is:

Beginner

Intermediate

Advanced

Insane

Very few games need the last category.


Rule of thumb