Original Post
Hi, I'm about to start designing a buggy racing game with weapon systems. What i'm considering now is the feasibility of implementing realistic physics on it, without decreasing so much the playability of the game. I want a 3D game where you feel (and use) the physical differences between the available carts (suspensions, drifting, braking), but don't get annoyed with high reality physics effects like in racing games (Grand Turismo, F1, and all that). What models/algorithms do you recommend me? I thought in rigid bodies with verlet integration methods, but i'm a bit disconnected from physics. The other alternative is to use ODE or another physics engine, but maybe it's too much for what i am.