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!
