Image: reddit.com · Video still: Claude helped me turn an open-source engine physics simulator into a scripted dyno + recording rig for my arcade racing game - OVERSTEER Update
An open-source engine simulator turned into a dyno for game audio
Claude read and forked Ange Yaghi's Engine Simulator, adding a headless build to record engine sounds for an arcade racing game in Godot.
Credits
- Reddit poster Grobot93 Source ↗
- Repository account ange-yaghi Source ↗
Earliest dated source:
The full story
The solo developer of Oversteer, an arcade battle racer in Godot 4, needed engine sounds for eight cars. A first try with three pitch-shifted loops sounded awful. Claude's research showed studios record engines at many steady RPMs, on and off throttle, and crossfade between them, which needs 20 to 30 clean recordings per engine.
With no dyno or budget, the maker remembered Ange Yaghi's MIT-licensed Engine Simulator, which models crank geometry, valves, combustion and gas flow and synthesises sound from the pressure waves. Claude read its source, forked it and added a headless build without the renderer, turning it into a scripted dyno and recording rig for the game.
How it was done
Tools
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Sources
From a short post by the maker, so the details are as they tell them.
- Reddit: Claude helped me turn an open-source engine physics simulator into a scripted dyno + recording rig fReddit poster: Grobot93Posted
The maker's post on r/ClaudeAI.
If it disappears: archived copy of Reddit: Claude helped me turn an open-source engine physics simulator into a scripted dyno + recording rig f (opens in a new tab)
- The code: github.comRepository account: ange-yaghi
Linked in the post.