This is probably the best place to ask, how was physics handled in the 3D f-zero games?
I'm trying to emulate the system that keeps vehicles on the track but I can't seem to figure it out. Looking online for similar systems or other people trying to emulate it I either get hover effects that can only work right side up or really floaty systems that malfunction really easily.
I don't care about specific stats or what not, but the general way how Nintendo and Sega implemented keeping fast vehicles on weirdly shaped shaped tracks (compared to normal racing games). Granted, I assume both X and GX use a similar system.
Does anyone know this or can point me in the right direction?