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:
- Vehicle physics (how the car moves)
- Wheel visuals/animation (what you see)
Common approaches
1. Arcade/simple approach
Used in:
- arcade racers
- mobile games
- older games
- many indie projects
The game:
- moves the car body directly
- applies acceleration/steering manually
- rotates wheel meshes based on speed
Example:
wheelRotation += vehicleSpeed * dt / wheelRadius;
Steering:
frontWheelYaw = steeringAngle;
This is cheap and easy.
The downside:
- weak suspension
- poor collision realism
- fake drifting
- wheels may clip terrain
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:
- many racing games
- Unreal Engine vehicles
- Unity WheelCollider-style systems
- GTA-like vehicles
- BeamNG-lite systems
The wheel is not actually a physical rolling cylinder.
Instead:
- each wheel is a suspension point
- a ray is cast downward
- suspension compression is computed
- tire forces are calculated mathematically
The visible wheel mesh is then positioned and rotated afterward.
So internally the wheel is often:
- just a point
- plus suspension data
- plus tire friction equations
How it works
Each frame:
Suspension
Cast a ray downward:
car
|
O <-- wheel attachment point
|
| raycast
|
ground
Measure:
- distance to ground
- suspension compression
- surface normal
Then apply spring force:
F = springStrength * compression
And damping:
F -= damping * suspensionVelocity
Tire grip
The game computes:
- forward slip
- sideways slip
- traction
Then applies forces to the rigidbody.
This is where drifting and handling come from.
Most modern games use variants of:
- Pacejka tire model
- simplified slip curves
- custom friction models
Wheel visuals
After physics:
- wheel mesh moves vertically with suspension
- wheel mesh rotates visually
- front wheels yaw for steering
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:
- hardcore simulators
- soft-body sims
- research
- military simulators
Examples:
- BeamNG.drive
- some robotics sims
Here:
- wheels are real colliders
- suspension is physically constrained
- tire contact patches are simulated more accurately
This is expensive.
Problems:
- unstable at high speeds
- lots of solver tuning
- hard to make “fun”
Ironically, more realistic physics often feels worse for gameplay unless carefully tuned.
Why raycast wheels dominate
Because they are:
- stable
- fast
- predictable
- easy to tune
- multiplayer friendly
A real rolling collider can:
- bounce
- snag geometry
- jitter
- flip cars unexpectedly
Raycast wheels avoid most of this.
What AAA games usually do
Most AAA games use:
- rigidbody chassis
- raycast suspension
- tire force model
- visual wheel meshes
Then layer on:
- traction control
- ABS
- stability assists
- drift assists
- fake downforce
- anti-roll bars
- steering smoothing
Even “realistic” racing games contain a lot of hidden assists.
Interesting detail
In many games:
- the wheel mesh you see
- the collision wheel
- the suspension simulation
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
- fake movement
- visual wheel spin only
Intermediate
- raycast suspension
- friction/slip model
Advanced
- tire curves
- weight transfer
- drivetrain simulation
- differential simulation
Insane
- deformable tires
- finite element tires
- soft body suspension
Very few games need the last category.
Rule of thumb
- Arcade games: mostly fake
- Modern racing games: hybrid physics + fake assists
- Hardcore sims: heavy physics
- Most wheels you see are visual only while the actual contact uses raycasts or simplified tire math.