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September 17, 2018

What's next?

so now that the pre alpha v.0.0.1 has been released, I guess the big question would be; what's next?


I have a rough plan about the sequence of things to do, and it's based on what I think as the most efficient sequence, while keeping the track's performance in check. 


pre alpha version will cover:

  • most, if not all building models, along with its texture and standard shaders

  • correct railguard models and its textures


Alpha version:

  • landscape model details and textures. right now, most visible landscape seems like a big open grass field. there will be farmlands, olive plantation, forests, cliffs and boulders, etc.

  • textures and shader details. normals, speculars, fresnel, etc for all buildings and walls along the road.

  • trees

  • asphalt texture variants

  • road lines

  • AI lines

  • Map


Beta version

  • details. such as road signs, signages, laundries hanging from railings, electrical post, lamp post, etc

  • spectators

  • Parking cars

  • Physical mesh details

  • grooves

  • cameras

  • 3D grass. 3D grass will be among the last to put in, because I think I need to know how many triangles I can allocate after everything else is in. for a normal track, 3D grass amount to around 1 million triangles. for a 72km track, I'm not really sure we can put in 20 million triangles just for 3D grass!