NOTE:
I explain all explicitly, I write obvious things, I don't use abbreviations.
The following text is not an official roadmap or game features list.
This is more of a personal guide and notebook made available for you to see.
It is not perfect and there are missing and incomplete parts.
Updated on 08 October 2026
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THE DEVELOPMENT
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DISCLAIMER:
This is an overview of how I see the development may unfold and how I plan to do it.
The plan may change over time. This is not a roadmap to follow but a way for you
to have an idea of what you can see me doing on my streams.
STAGE ONE ----------------------------------------------------------------------
Notes:
Define how to organize world assets in Blender (nested collections).
I will probably alternate between making the world and coding car behaviour.
Make a testing track with target visuals and functioning world loading and LOD.
- Model the terrain template
- Model the road + boundaries
- Model the environment
- Make textures + all variants
- Edit tree assets + make texture variants
- Model or edit additional props (castle)
- Make roads collision (separate meshes for terrain types?)
- Divide world in chunks (square grid?) and make LOD
- Implement world-chunks loading/unloading system
- Define and implement lighting + try shadows (sunflare?)
- Define and implement environment (sky, fog)
Make the car driveable.
Try the built-in Bullet Physics vehicle or code myself using a rigid body.
Alternatively try built-in ODE (Open Dynamics Engine) or custom code
using Panda3D's collision detecion.
- Code suspension
- Transmission
- Steering
- Detect type of terrain for traction changes and sound effects
- Change tail lights texture when braking + show glow billboard
Make automation or basic visual editor to place props in the world and save
complete world chunks in required file format.
- Replace trees, road signs, props with physics objects that have LOD
- Reparent LOD meshes to Panda3D's LODNode for each world chunk and object
Make development helper tools.
- Free-flying camera (with FOV and speed controls)
- Relocate player car to current Free-flying camera position functionality
- Place props in the wrold (maybe)
- Reparent LOD meshes to PAnda3D's LODNode for each world chunk and object
STAGE TWO ----------------------------------------------------------------------
Implement traffic paths and AI.
- Define and implement traffic lanes with paths
- Make node points used for reset position (or use traffic lane nodes)
STAGE THREE --------------------------------------------------------------------
Implement a race in the world.
- Set game state from free-roam to race-event (or something)
- Spawn race boundaries (road blocks, arrows ...)
- Add collision triggers on the race track for race logic
(lap time, lap number, start/finish, ...)
- Add racer lanes for opponents' AI
- ...