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Thursday, June 19, 2025

Thinking about getting a rally simulator? Here is what you need for a great setup.

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Alright, so I decided to dive headfirst into making a rally simulator a while back. It sounds cool, right? Who wouldn’t want to thrash a virtual car around some muddy tracks? Well, let me tell you, it’s one of those things that seems way simpler in your head than it actually is on the screen.

Thinking about getting a rally simulator? Here is what you need for a great setup.

So, How Did This Crazy Idea Start?

Honestly, I was just playing some old rally games, you know, the classics. And this thought popped into my head: “How hard can it be?” Famous last words, I tell ya. I figured, I know a bit about coding, I like cars, let’s give it a shot. I wasn’t aiming to build the next multi-million dollar title, just something fun, something that felt a bit like actual rally driving. Spoiler: “a bit” is doing a lot of heavy lifting there.

Getting a Digital Car to Not Suck

First things first, I needed a car. And not just a pretty model, but something that moved like a car. This, my friends, is where the real headaches began. I started tinkering with physics. Oh boy.

  • I spent days, maybe weeks, just trying to get the wheels to feel like they were actually on the ground. Most of the time, my car either floated away or sank into the digital abyss.
  • Then came suspension. Trying to make it absorb bumps instead of launching the car into orbit? That was a whole other level of pain. I swear, I tweaked so many numbers my eyes started to cross.
  • And don’t even get me started on making it drift properly. It was either like driving on pure ice or glued to the road. Finding that sweet spot felt like searching for a needle in a haystack, blindfolded.

I remember one evening, after hours of the car just flipping over for no reason, I almost threw my keyboard out the window. It’s funny now, but back then? Pure frustration. I learned that “simulating” even basic car movement is incredibly complex. Hats off to the folks who do this for a living, seriously.

Crafting the Perfect Dirt Road (or Trying To)

Once I had something that vaguely resembled a drivable car, I needed tracks. You can’t have a rally game without challenging stages, right? I thought this would be the fun part. And it was, for a bit. Then I realized how much work goes into making a track that’s not just a flat plane with some trees.

I tried different methods. First, I attempted to sculpt terrain by hand. It looked like a toddler’s art project. Then I looked into procedural generation, which sounded fancy but mostly gave me weird, undrivable lumps. Eventually, I settled on using a basic terrain editor, laying down some dirt textures, and painstakingly placing trees and rocks. It was tedious. So very, very tedious. Making just one short stage felt like it took an eternity.

Thinking about getting a rally simulator? Here is what you need for a great setup.

And then there’s the whole “making it feel like a rally stage” thing. It’s not just about the road; it’s the bumps, the camber, the sudden tight turns after a long straight. I watched so many onboard rally videos trying to get a feel for it, but translating that into a game? Way harder than I imagined.

The “Simulator” – What I Actually Ended Up With

So, after all that blood, sweat, and probably a few tears, what did I get? Well, it’s definitely not going to win any awards for realism. I’d call it more of a “rally-inspired arcade driving experience” than a true simulator. The car handles… okay. You can slide it around, and it’s kind of fun for a few minutes. The tracks are basic, but they exist.

Is it what I dreamed of? Not even close. It’s clunky in places. The graphics are super simple. There’s no fancy co-driver, no career mode, none of that polished stuff you see in commercial games. It’s really just a testament to how much work goes into game development, even for something that seems straightforward.

What I Took Away from This Whole Thing

This whole rally simulator adventure was a huge learning curve. I definitely picked up some new coding tricks, and I have a newfound respect for anyone who makes physics-based games. But the biggest lesson? Scope. I bit off way more than I could chew for a solo project. My initial ambition was massive, and reality hit me like a ton of bricks, or rather, like a poorly simulated car hitting a digital tree.

It also taught me about persistence. There were so many times I wanted to just give up and delete the whole project folder. But I kept chipping away at it, little by little. Even though the end result isn’t a masterpiece, the process itself was… something. I wouldn’t say I’d jump into making another “simulator” right away, but I’m glad I tried. It makes you appreciate the polished games out there a whole lot more, that’s for sure.

Thinking about getting a rally simulator? Here is what you need for a great setup.

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