Author Topic: Skating the GTA V map  (Read 1264 times)

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Kielwasser

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Skating the GTA V map
« on: January 13, 2026, 02:26:22 PM »
Ok this is haunting me and I'm wondering if it's remotely possible through a Mod.

So I guess making a skateable environment has two approaches? One would be to create a bespoke environment with geometry and colliders that define edges as "grindable" and then trigger the grinds, and so on for banks,wallrides, transition,etc. That's obviously out of the question for this idea.

But could you not also create an entirely physics based approach where if you come at an edge at a certain angle and speed it locks you into a grind. The angle of a surface you can ride on depends on your speed, and so on. So basically its all in where and how the skater is moving against a standard geometry and colliders. Of course it would need a lot of finessing but is any skate game out there built like that and could just be sort of screwed on top of the GTA 5 map geometry? Just the idea of building a skate game engine that could ingest other games' maps would feel so much like street skating. Especially if the other games' makers don't want you to do it :))

LucaFalcone

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Re: Skating the GTA V map
« Reply #1 on: February 17, 2026, 07:44:55 PM »
About existing games, yeah modern sims like Session and Skater XL actually use the physics-based methods you're describing rather than the trigger zones you'd see in older Tony Hawk games. They rely on spline-based detection to find edges in real-time.

The problem with screwing an engine like that onto GTA V is the geometry. GTA's collision meshes are optimized for cars and pedestrians, not the precision a skateboard needs. You'd constantly run into invisible gaps. To make it work, you’d essentially need a script constantly raycasting from the board to detect edge-angles and apply a sticky force once a threshold is met. And that's just to handle basic movement; it doesn't even touch the nightmare of implementing a trick system or custom animations.

Honestly, it would be much easier to rip a section of the Los Santos map and remodel it for a dedicated skateboarding game than to try and force GTA’s engine to behave that way.

Kielwasser

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Re: Skating the GTA V map
« Reply #2 on: February 19, 2026, 01:52:23 PM »
About existing games, yeah modern sims like Session and Skater XL actually use the physics-based methods you're describing rather than the trigger zones you'd see in older Tony Hawk games. They rely on spline-based detection to find edges in real-time.

The problem with screwing an engine like that onto GTA V is the geometry. GTA's collision meshes are optimized for cars and pedestrians, not the precision a skateboard needs. You'd constantly run into invisible gaps. To make it work, you’d essentially need a script constantly raycasting from the board to detect edge-angles and apply a sticky force once a threshold is met. And that's just to handle basic movement; it doesn't even touch the nightmare of implementing a trick system or custom animations.

Honestly, it would be much easier to rip a section of the Los Santos map and remodel it for a dedicated skateboarding game than to try and force GTA’s engine to behave that way.

Well shit.... maybe AI can do it in a couple years time

Jebediah

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Re: Skating the GTA V map
« Reply #3 on: March 03, 2026, 11:45:05 AM »
https://m.youtube.com/shorts/xMaeQKXA-Zo

This dude is importing GTA San Andreas map into skate 3