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 -------------------------------------------------------------------------------- THE DEVELOPMENT -------------------------------------------------------------------------------- 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 - ...