ABSTRACT

When done correctly, this effect can be unnoticeable to the player while keeping the racing feeling close and exciting. However, when done poorly, it can leave the player feeling cheated, especially if the AI, racing in the same car as they, obviously has more speed. This article describes methods to facilitate rubber-banding, discusses some of the special cases that will be encountered, and explains how it can be extended into a fully comprehensive race pace system suitable for longer races.