Roblox Custom Vehicle Physics: 4-Wheel Raycast Suspension, Tire Friction & Luau Springs

2026-09-29 • DopaBrain Roblox Kinematics & Physics Team • DopaBrain Engineering

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Creating responsive, arcade-smooth or hyper-realistic driving in Roblox requires ditching built-in CylindricalConstraints and SpringConstraints for competitive games. Collision glitches and network desync quickly destroy the driving experience.

By implementing a 4-wheel raycast suspension model based on Hooke's Law, custom Pacejka tire slip-angle friction, dynamic anti-roll bars, and client network ownership, developers can build buttery-smooth cars capable of high-speed drifting and off-road stability.

1. Why Raycast Suspension Outperforms Physics Constraints

Overcoming the limitations of physical collision wheels in Roblox:

2. The 4-Wheel Raycast Suspension Equation (Hooke's Law + Damping)

Calculating physical upward forces applied per wheel per frame:

3. Tire Friction Models: Longitudinal Grip & Lateral Drift (Pacejka)

Simulating realistic cornering, drift counter-steer, and burnouts:

ReplicatedStorage.VehiclePhysics.RaycastWheel
-- Raycast Suspension Calculation Function
local function CalculateWheelForce(wheelAttachment, restLength, stiffness, damping, wheelRadius)
    local origin = wheelAttachment.WorldPosition
    local direction = -wheelAttachment.WorldCFrame.UpVector * (restLength + wheelRadius)
    
    local raycastParams = RaycastParams.new()
    raycastParams.FilterType = RaycastFilterType.Exclude
    raycastParams.FilterDescendantsInstances = {wheelAttachment.Parent}
    
    local result = workspace:Raycast(origin, direction, raycastParams)
    if not result then return Vector3.zero end
    
    local hitDistance = result.Distance - wheelRadius
    local compression = restLength - hitDistance
    if compression <= 0 then return Vector3.zero end
    
    -- Calculate vertical relative velocity
    local pointVelocity = wheelAttachment.Parent.AssemblyLinearVelocity
    local suspensionVelocity = wheelAttachment.WorldCFrame.UpVector:Dot(pointVelocity)
    
    -- Hooke's Law with Damping: F = (k * x) - (c * v)
    local springForce = stiffness * compression
    local dampingForce = damping * suspensionVelocity
    local totalForceMagnitude = math.max(0, springForce - dampingForce)
    
    return result.Normal * totalForceMagnitude
end

4. Weight Transfer & Anti-Roll Torsional Bars

Stabilizing the vehicle chassis during heavy cornering and braking:

5. Network Ownership & Authoritative Client Prediction

Delivering zero-input-lag steering across all network conditions:

Frequently Asked Questions

Why do physical constraint wheels glitch at high speeds in Roblox?

CylindricalConstraints depend on continuous rigid body collision calculations. When vehicles move over 80 studs/second, wheels can penetrate terrain between physics steps, launching the car into the air.

How does raycast suspension solve wheel mesh clipping?

Physical wheel parts have CanCollide set to false. Invisible mathematical rays calculate ground distance each frame, lifting the chassis via VectorForce with zero collision geometry.

What is Pacejka's Magic Formula in tire physics?

It is a mathematical formula that models how tire grip increases with slip angle up to a peak, then smoothly declines into a skid. It creates predictable, controllable drifting.

How do you prevent other players from seeing vehicle jitter?

The server assigns network ownership to the driver. Observers receive the chassis root Part CFrame and smoothly interpolate it locally.

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