Make My Racing Game: Beginner Tutorial from Zero to Playable in 48 Hours

Make My Racing Game: Zero to Playable in 48 Hours

!Neon racing car

You've always wanted to make a racing game. This weekend, you will.

Hour 0-2: Setup & Concept

Choose your engine:

Define your scope:

Hour 2-8: Vehicle Physics

Unity Quick Start

// SimpleRacer.cs — Drop this on a cube with a Rigidbody

using UnityEngine;

public class SimpleRacer : MonoBehaviour

{

[Header("Car Settings")]

public float motorForce = 1500f;

public float maxSteerAngle = 30f;

public float brakeForce = 3000f;

public WheelCollider frontLeft, frontRight;

public WheelCollider rearLeft, rearRight;

void FixedUpdate()

{

float motor = motorForce * Input.GetAxis("Vertical");

float steer = maxSteerAngle * Input.GetAxis("Horizontal");

frontLeft.steerAngle = steer;

frontRight.steerAngle = steer;

rearLeft.motorTorque = motor;

rearRight.motorTorque = motor;

if (Input.GetKey(KeyCode.Space))

{

frontLeft.brakeTorque = brakeForce;

frontRight.brakeTorque = brakeForce;

rearLeft.brakeTorque = brakeForce;

rearRight.brakeTorque = brakeForce;

}

else

{

frontLeft.brakeTorque = 0;

frontRight.brakeTorque = 0;

rearLeft.brakeTorque = 0;

rearRight.brakeTorque = 0;

}

}

}

Godot Quick Start

car.gd — Attach to a VehicleBody3D

extends VehicleBody3D

@export var max_engine_force := 300.0

@export var max_steer := 0.5

@export var max_brake := 5.0

func _physics_process(delta):

engine_force = Input.get_axis("ui_down", "ui_up") * max_engine_force

steering = Input.get_axis("ui_right", "ui_left") * max_steer

brake = max_brake if Input.is_action_pressed("ui_select") else 0.0

Hour 8-16: Track Building

1. Blockout: Use simple cubes/planes for the road

2. Barriers: Box colliders on the edges

3. Checkpoints: Trigger volumes to track progress

4. Start/Finish line: Special checkpoint that counts laps

// Checkpoint.cs

public class Checkpoint : MonoBehaviour

{

public int checkpointIndex;

void OnTriggerEnter(Collider other)

{

var racer = other.GetComponent<RaceProgress>();

if (racer != null)

racer.PassCheckpoint(checkpointIndex);

}

}

Hour 16-24: AI Opponent

Simple waypoint follower — makes the game feel complete:

public class SimpleAI : MonoBehaviour

{

public Transform[] waypoints;

public float speed = 15f;

private int current = 0;

void Update()

{

if (current >= waypoints.Length) current = 0;

Vector3 dir = waypoints[current].position - transform.position;

transform.position += dir.normalized * speed * Time.deltaTime;

transform.rotation = Quaternion.LookRotation(dir);

if (dir.magnitude < 5f) current++;

}

}

Hour 24-36: Polish & Feel

Hour 36-48: UI & Game Loop

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