You can see in these screenshots:
Lap route (red lines), AI drivers route (blue lines), AI drivers line of sight (yellow lines) and calculated path to the next AI drivers checkpoint (light blue lines).
Track boundary (which prevents cars from leaving the track), trap spawners and starting positions.
Dirt effect on tires.
Refraction shader for a shield effect that I wrote myself.
Car prototype.
Dev room.
I didn't even remember that I implemented Fur Shader for this game
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