EvoForge — Next Update
Hello everyone!
It’s been a little while since my last update, and I know I haven’t exactly gotten you used to waiting this long between posts! 😄
But don’t worry — it’s for a good reason. I’ve been spending a lot of time lately improving the features that are already available, fixing various edge cases, and working on several new systems behind the scenes.
The next update will notably include:
🌙 Night lighting support for tracks — proper management of track lights at night, with improved light behavior and better compatibility with different track configurations.
🔊 Improved sound importing & Sound Studio — giving you much more precise control when importing and managing new sounds, with improvements to sound organization, binding, and processing.
🚗 Improved car shaders — further improvements to materials, transparency, reflections, and overall visual consistency on converted cars.
🪞 UV reflections for tracks — adding another layer of visual fidelity to circuits and improving how reflective surfaces behave.
🛠️ A complete refactor of suspension and geometry animation handling — this is a big one. Suspensions are now fully animated, with a much more faithful import of how they behaved in AC1, including animated links, suspension arms, and other geometry components.
⚙️ Improved suspension physics synchronization — better consistency between the imported suspension geometry and its actual physics behavior.
🎨 Improved material handling — better preservation and conversion of material properties during the import process.
🚘 Various improvements to car conversion — numerous small adjustments and fixes aimed at making converted cars more consistent and closer to their original AC1 counterparts.
🏁 Track conversion improvements — several improvements to the conversion pipeline to make the final result more reliable and visually consistent.
🧹 A lot of internal cleanup and refactoring — some of the work may not be visible directly, but it should make EvoForge more stable and provide a much better foundation for future features.
And as usual, there are also a lot of smaller fixes and improvements that would be far too long to list individually. 😅
There are still a few things I’m working on, and I’m currently stuck on a couple of technical subjects. But it shouldn’t hold me back for much longer!
We’re only a few hours/days away from the next update. 👀
This one has taken a little longer than expected, but I really think the wait will be worth it.
As always, thank you for your patience and for continuing to support EvoForge!
More soon. ❤️
Comments (6)
Incroyable force a vous 💪
Bravo pour le taf ! Continue de nous régaler ! :D
YES! Let's GO!
incroyable !
Let's Go!
Très bon travail schreuders.be
