Returns vehicle forward speed in units per second.
Takes vehicleHandle (vehicle from b3dCreateVehicle).
Returns current vehicle speed as Double (positive = forward, negative = reverse, 0 = stopped).
3D Graphics
Parameters & Returns
Parameters
vehicleHandleInt
Returns
Double
Quick Summary
Returns vehicle forward speed in units per second.
Takes vehicleHandle (vehicle from b3dCreateVehicle).
Returns current vehicle speed as Double (positive = forward, negative = reverse, 0 = stopped).
Technical Exegesis...
Returns vehicle forward speed in units per second. Takes vehicleHandle (vehicle created with b3dCreateVehicle and finalized). Returns current vehicle speed as Double in units/sec (positive values = moving forward, negative values = moving backward/reverse, 0 = stopped or moving sideways only, magnitude = speed regardless of direction). Reads speed from Jolt WheeledVehicle physics body linear velocity projected onto vehicle forward direction.
Returns vehicle forward speed in units per second. Takes vehicleHandle (vehicle created with b3dCreateVehicle and finalized). Returns current vehicle speed as Double in units/sec (positive values = moving forward, negative values = moving backward/reverse, 0 = stopped or moving sideways only, magnitude = speed regardless of direction). Reads speed from Jolt WheeledVehicle physics body linear velocity projected onto vehicle forward direction.
Use cases: (1) Speedometer UI (display current speed on screen), (2) Speed-based logic (adjust steering sensitivity, trigger speed effects), (3) Performance tracking (measure top speed, acceleration times), (4) Gameplay mechanics (speed limits, speed-based damage). Common patterns: speedometer (speed = b3dGetVehicleSpeed(vehicle), display = Int(Abs(speed) * 3.6) for km/h), speed limit check (if speed > maxSpeed then applyBrakes), tire smoke (if speed > 20 then createSmokeEffect).
Coordinate system: speed in world units per second (if 1 unit = 1 meter, speed in m/s, multiply by 3.6 for km/h, multiply by 2.237 for mph), forward direction = vehicle local Z-axis (speed positive when moving in vehicle forward direction). Speed calculation: Jolt computes linear velocity magnitude projected onto vehicle forward vector (accounts for vehicle orientation, sideways motion not included in forward speed, only forward/backward component).
Related: b3dSetVehicleInput controls throttle/brake (affects speed over time), b3dGetVehicleRPM reads engine RPM (related to speed via differential ratio), b3dSetMaxFPS sets frame rate (affects physics update rate and speed calculation smoothness).
Example
Example.bam
; Display speedometer in km/hRepeat
speed = b3dGetVehicleSpeed(vehicle)
speedKMH = Int(Abs(speed) * 3.6) ; Convert m/s to km/h
BBR_Text(10, 10, "Speed: " + speedKMH + " km/h")
b3dRenderWorld()
BBR_Flip()
Until BBR_GetKey(1)