Tip: tuning bike-style physics for browser stunt games

Small tip when prototyping a 2D/3D bike stunt game: keep the center of mass low, clamp angular velocity, and apply a little extra downforce in the air so flips feel controllable instead of floaty. I wrote down the control and trick patterns that make Moto X3M-style levels feel good here: https://motox3mguide.com/ - hope it helps if you are building something similar.