What's next?
Added 2018-09-17 18:09:44 +0000 UTCso 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!