Новости City Car Driving
Объявления разработчиков, обновления и обсуждения.
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, roads, and much more. Every entry was our way…
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 →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 →Дневники разработчиков #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…
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