Новости City Car Driving 2.0
Объявления разработчиков, обновления и обсуждения.
HAPPY 2026 NEW YEAR!
This year has been truly important and eventful for our team. We worked hard, made tough decisions, fixed and reworked many things, and step by step moved closer to…
Читать и обсудить →Game Update Journal #4
This period has been especially busy with improvements to environments, vehicles, and the interface. We’ve been deeply focused on level art, fixing technical issues, and polishing the overall user experience. Here’s what…
Читать и обсудить →Game Update Journal #3
November turned out to be incredibly productive: we fixed dozens of bugs, expanded the environment, enhanced both visuals and audio, and focused on optimization. Here’s what we’ve accomplished 👇 ![Изображение из объявл…
Читать и обсудить →City Car Driving 2.0 is postponed to April 2026
We want to be completely honest and open with you about something many of you have probably already guessed. City Car Driving 2.0 is being postp…
Читать и обсудить →Game Update Journal #2
Let's share what we've done over the past month. **🔧 **What you did in September**:** The embankment model has been adjusted for an extended road, and it has b…
Читать и обсудить →Official Discord and Telegram!
You’ve been asking for it - and we’ve finally done it!** Our community now has two brand-new hangouts: The official Telegram channel Our very own Discord…
Читать и обсудить →Game update journal #1
Here’s what we wrapped up in August 2025 Fixed all wind bugs on small vegetation - no more “dancing bushes”! Resolved 6 major level art issues - the locati…
Читать и обсудить →Developer diaries #55
Since we first started sharing the behind-the-scenes of development, quite a bit of time has passed. We’ve talked about physics, simulations, effects, weather, road…
Читать и обсудить →Developer diaries #54
This time, we're diving a bit deeper under the hood-or more precisely, under the wheels. Our goal was to make the roads in the game feel truly alive: dry dirt roads kick up light dust, rain-soaked trails fling mud in all…
Читать и обсудить →Developer Diaries #53
**New Questions** When's the beta test or how do we get in?** We'll announce details before release. Selection will be via a special application form. Key requirements:* *Attention to detail* *Meticulousness* *Love …
Читать и обсудить →Developer diaries #52
Hey Car Enthusiasts!** In these diaries, we'll talk about an enhancement that will make driving in rainy weather even more realistic. We've significantly improved the behavior of raindrops on your car's windshield – the…
Читать и обсудить →Developer diaries #51
The first step is setting up a base pose. This pose sets the tone for the entire animation and serves as a foundation for all future movement. Next comes the step-by-step refinement of motion. We add keyframes: the move…
Читать и обсудить →City Car Driving 2.0 release postponed to November 2025
Dear Car Enthusiasts! We have an important update: the early access release of City Car Driving 2.0 has been postponed to November 2025. We understand how eager y…
Читать и обсудить →Developer diaries #50
Now, in this milestone 50th edition, we're excited to present an updated look at our virtual city. We've prepared fresh screenshots showcasing how the game's world has evolved across various locations and different time…
Читать и обсудить →Developer Diaries #49
We’ve put together a collection of answers to the most common and important questions, added some new ones, and of course, brought back a few you might’ve missed. New Questions Will each car have its own unique engine …
Читать и обсудить →Developer diaries #48
Here's what we've been working on: 🔹 Instancing with Merge - Batch We use the Merge - Batch tool to combine repeated scene elements into instances. This significantly reduces system load and improves loading times. 🔹…
Читать и обсудить →Developer diaries #47
Hey, friends! In this episode, we’ll show you how we work with Level of Detail (LOD) to improve game performance without sacrificing quality. 🔹 Creating LODs - first, we generate multiple levels of detail, reducing pol…
Читать и обсудить →Developers diary #46
Traffic Balancing After updating the traffic generation system (vehicles and pedestrians), the old spawn and density settings were no longer effective. As a result, we had to fine-tune the balance to ensure traffic flow…
Читать и обсудить →Developer diaries #45
Step 1: Performance Analysis** First, we measure FPS - from launching the game to entering the city. There are some places where sags are noticeable, so we need to figure out what exactly is causing the lags. Step 2: Se…
Читать и обсудить →Developer diary #44
Today, we’re sharing with you the process of "bringing to life" the interior of our paint shop, turning it from just a background into a truly dynamic part of our world. So, what did we do? We decided to add some atmosp…
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