Note: Learn how to use vectors. You will need this for steering, and
movement. (You technically don't, but it's much simpler)

The *very best* tutorial to A* pathfinding :
http://theory.stanford.edu/~amitp/GameProgramming/ ( Great diagrams )

These are relevant for your racing, and terrain.

Making sure you saw these specifically
http://www.red3d.com/cwr/steer/PathFollow.html
http://www.red3d.com/cwr/steer/Unaligned.html
http://www.red3d.com/cwr/steer/CrowdPath.html
http://www.red3d.com/cwr/papers/1999/gdc99steer.html
http://www.red3d.com/cwr/steer/Obstacle.html
http://www.red3d.com/cwr/steer/Containment.html

Now you could implement physics with pymunk, but that could be overkill at
this point. If you write your own physics, make sure you keep a
constant-time-step for stability. If a crash happens, apply a force. And
continue steer behavior as normal.

Reply via email to