---
title: "2D Vehicles"
slug: 2d-vehicles
url: https://listedarticles.com/articles/2d-vehicles
canonical_url: https://patkerr.co.uk/2d-vehicles/
content_type: blog_post
language: en
published_at: 2026-10-10T20:07:06.391Z
updated_at: 2026-10-10T20:07:06.391Z
author: "Pat Kerr"
authored_by: human
publisher: "patkerr.co.uk"
publisher_url: https://patkerr.co.uk/
topics: ["Game Development", "Physics Simulation"]
license: all-rights-reserved
word_count: 1118
reading_minutes: 5
citation: "Pat Kerr, patkerr.co.uk. \"2D Vehicles.\" 10 Oct 2026. https://patkerr.co.uk/2d-vehicles/ (all-rights-reserved)"
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---

# 2D Vehicles

> Pat Kerr recreates, for its 30th anniversary, the 1996 weekend 2D physics demo written in GFA BASIC on an Atari ST that became the basis of the vehicle system in Grand Theft Auto, with a playable JavaScript Motion Lab and an illustrated walkthrough of its rigid-body physics, force models and approximate tyres.

A project history · 1996–2026

# 2D Vehicles

One weekend in late August 1996, I wrote a 2D physics simulation which later became
the basis of the vehicle system in the eventually popular game "Grand Theft Auto" aka
"GTA".

It began as a little wireframe demo written in GFA BASIC on my Atari ST home computer
(and was later ported to C for use in the actual game).

I have
recreated\*
it here in JavaScript for its 30th anniversary in a slightly prettier, "remastered"
form, for anyone who is interested in seeing or playing it.

[Play Motion Lab](https://patkerr.co.uk/motion-lab/)

[![Play Motion Lab: a wireframe car leaving curved tyre trails across the simulation grid.](https://patkerr.co.uk/2d-vehicles/motion-lab-screenshot.jpg)](https://patkerr.co.uk/motion-lab/)

The 1996 idea, recreated in Motion Lab.

Instructions

You can play the recreation above, with touch controls if you are on mobile.

In addition to the default "Car" mode (1), you can also select the technically simpler
Spaceship aka "Ship" (2) and "Brick" (3) modes, either via the mode selector in Settings
or by pressing the corresponding numbers on your keyboard.

Collision barriers around the sides of the playfield can be toggled by clicking or
pressing "B", and "G" toggles vertical gravity (which only really makes sense in the
Ship and Brick modes).

Camera controls are provided by "Z" and "X": "Z" toggles what is called the camera's
"dead zone", which changes how far the vehicle can move before the camera follows it;
"X" toggles a speed-related zoom feature which pulls the camera back a bit when you are
going faster (just like in GTA).

\*(in an entirely non-copyright and non-trademark infringing way, of course)

*[VOLUNTARY DISCLAIMER: This work is wholly independent of, and in no way affiliated
with, the "Grand Theft Auto" franchise and its publisher "Take-Two", or the developer
entity known as "Rockstar Games". I am more than happy to make this abundantly clear.
Delighted, even.]*

How it works

## A small idea with two layers.

The prototype combined a general-purpose 2D rigid body with a deliberately simple
model of a car.

The original simulation started with something like the "Brick", and I then added some
enhancements to make the "Ship" (which is deliberately reminiscent of the classic game
"Thrust" from 1986), before finally adding the elements which were required to make it
feel a bit more like a "Car".

At the core of the system is a simple classical 2D rigid body dynamics simulation.
From what I can tell, this approach was not yet common in games at the time (with some
notable exceptions), and most game vehicles were done using basic high-school ‘point
physics’ (F = ma), with any rotational component being handled by various wonky
"hacks". Using proper rigid-body physics (including torques) handles rotation more
coherently.

On top of that core, I then added a "novel" vehicle simulation layer, based on a
simple, approximate, and technically incorrect model of how tyres behave. It was
basically a semi-educated guess on my part and, although I knew it wasn't really
physically accurate, it nevertheless seemed to be "good enough" for my purposes at the
time.

### From input to motion

These diagrams describe the current JavaScript recreation. The browser interface
supplies the controls, the simulation advances in fixed time steps, and the Canvas
renderer draws the resulting state. Keeping those jobs separate makes it easier to
follow where a button press becomes a force, and where that force becomes movement.
Select any diagram to open it at full size.

[![Motion Lab runtime: browser controls feed a fixed-step simulation, which updates the vehicle before the Canvas renderer draws it.](https://patkerr.co.uk/motion-lab/docs/architecture.svg)](https://patkerr.co.uk/motion-lab/docs/architecture.svg)

The overall flow, from the page and controls to simulation and drawing.

### One body, three behaviours

A vehicle combines a rigid body with a shell that describes its display shape and
collision geometry, and a dynamics object that supplies its behaviour. The Brick
accepts forces from a pointer drag; the Ship adds thrust at an attachment point; the
Car adds engine force and steering, with resistance applied at four tyre positions.
Switching mode replaces the shell and behaviour while preserving the body's position
and motion.

[![Vehicle composition: Car, Ship and Brick each combine a shape and force model with the same persistent rigid body.](https://patkerr.co.uk/motion-lab/docs/vehicle-architecture.svg)](https://patkerr.co.uk/motion-lab/docs/vehicle-architecture.svg)

How the vehicle coordinator combines shape, behaviour and body state.

### Forces can move and turn the body

The rigid body tracks position and velocity alongside angle and angular velocity. A
force through its centre changes its motion; a force applied away from the centre can
also turn it. The simulation adds up the forces and torque, updates velocity, then
advances position and angle. A point on a rotating body has its own velocity,
combining the body's movement with the motion around its centre.

Barriers use that same point velocity. When a shape crosses an edge, the simulation
moves it back inside and applies a contact impulse if it is moving into the barrier.
An off-centre impact can therefore change both its velocity and its spin. This is a
simple barrier solver, with frictionless edges, rather than a general collision
system.

[![Rigid-body physics: forces and torque update motion, while barrier impulses account for contact velocity and the rotational lever arm.](https://patkerr.co.uk/motion-lab/docs/physics.svg)](https://patkerr.co.uk/motion-lab/docs/physics.svg)

The shared physics core and the steps used to resolve barrier contacts.

### The deliberately approximate tyres

For each tyre, the Car measures the velocity at its position and resolves it into two
components: along the wheel's heading and sideways across it. It applies a small
resistance to rolling and a much stronger resistance to sideways motion. Steering
changes the front wheels' headings, so their forces also turn the body. The handbrake
increases rear rolling resistance and reduces rear sideways grip.

Those resistance forces are proportional to velocity, without a force cap. That is a
convenient damping model rather than a realistic account of tyre friction, slip or
available grip. It produces the useful feeling of wheels resisting sideways movement
with very little machinery. The Ship and Brick use the same physics core with
different ways of applying forces.

[![The three force models: tyre resistance and steering for the Car, thrust for the Ship, and pointer-applied force for the Brick.](https://patkerr.co.uk/motion-lab/docs/dynamics.svg)](https://patkerr.co.uk/motion-lab/docs/dynamics.svg)

The force models, including wheel velocity components and handbrake behaviour.

### Putting the pieces together

The Vehicle coordinator asks the selected dynamics object to apply its forces, then
advances the rigid body. It also converts the shell's local points into world
positions for drawing and finds the surface point facing each barrier. When a flat
face touches a barrier, it uses the midpoint of the contacting points, avoiding the
artificial spin that choosing a single corner would introduce.

[![Vehicle methods: install a mode, apply forces and integrate motion, transform shape points, and select a barrier contact location.](https://patkerr.co.uk/motion-lab/docs/vehicles.svg)](https://patkerr.co.uk/motion-lab/docs/vehicles.svg)

A closer look at mode installation, simulation updates and contact geometry.
