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Mountain Biking Game

Cover 150% speed


A physics-driven mountain biking game set on floating islands in the clouds. Reach the bottom. Try not to die.

The opposite of Peak. Instead of climbing, you descend.

Development

  • Dylan Strong - Lead Developer (core systems, lead)
  • Cooper Horne - Developer (basic tasks, early development)
  • Quinn Deboer - Music and Sound



A Milkless Cereal Studios project.

Milkless Cereal Studios

Technical Systems

Dual Physics Architecture

The game runs two separate physics systems simultaneously.

Active Ragdoll

Ragdoll Screenshot

The rider is a full active ragdoll driven by a regularly animated ghost rig. Joints apply forces to match the ghost animation in real-time, producing natural movement that reacts physically to impacts. Hit the ground too hard and you'll biff it (on the bike or off of it)

Biff

The bike is based on a heavily modified version of Rayzngames' Simple Bike Controller, rebuilt to handle real mountain trail conditions. Air controls, downforce, and assist mechanics were all implemented manually.

Tires use a modified Unity WheelCollider with custom physics forces to prevent issues with clipping that emerge from a 1D raycast system such as Unity's.

Bike Physics

Emergent Behaviours

Landing

Landing stability, and nearly everything else, is not explicitly programmed. The bike naturally stabilizes when both tires align with the surface normal on landing, an emergent property of the underlying physics simulation.

Wheelie

Alongside other emergent behaviours such as wheelies when going up an intense incline (requires feathering the input to avoid flipping)

Emergent behaviour from physical constraints and rules were central in the development of the project.

Vertex Color Terrain Blending

Terrain Blending 1 Terrain Blending 2

Custom shader work allows terrain to be authored directly in Blender using vertex colors (R/G/B/W channels) to blend between surface textures. This bypasses Unity's terrain system entirely, giving full control over the island geometry while keeping the workflow in Blender, and taking advantage of triplanar mapping for proper UV calculations.

This was done to achieve floating islands, tunnels, and more, that a terrain system like Unity's cannot offer out of the box.

Notable

Notable

Quinn and I used to run speedruns on each iteration of the game. On one run, Quinn completed the entire course without the bike. (Fully with the active ragdoll)

Status

Single player demo. Project is cancelled, but still a great learning experience.

Multiplayer, a full map, and more features were planned but not implemented.

About

Physics-driven mountain biking game with dual physics systems, active ragdoll rider, and custom vertex color shaders.

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