Racecraft Alpha 0.5.0

Hello racers,
after several months of hard work, we’re finally ready to release the Racecraft 0.5.0 update.

Thanks to everyone of you who participated to the Beta and helped us fixing a few nasty bugs we didn’t catch and improve some other elements. Your support is invaluable to us! 🙂

This is a really HUGE update in terms of technology. These are the foundations of the game and should be almost completely built to allow us to add all the game modes which are going to build the core gameplay of Racecraft.

So, here’s the full changelog for the 0.5.0 update (a few things have been added /fixed/improved since the Beta):

  • Gameplay: Added collisions between cars (Race mode)
  • Gameplay: Added slipstream (Race mode)
  • Gameplay: Added virtual mirror in HUD
  • Gameplay: Huge improvement to AI behavior
  • Gameplay: Procedural generation of AI profiles
  • Gameplay: Improved ideal trajectory
  • Gameplay: Improved collisions
  • Gameplay: Semaphore on starting line
  • Gameplay: Standings on position billboard
  • Gameplay: Improved rules for race regularity and disqualification
  • UI: Favorite Tracks tab added to Tracks menu
  • UI: Fixed default values and filters in Tracks menu
  • UI: Improved Track Creation management
  • UI: Improved menu navigation
  • UI: Improved GUI layout
  • Graphics: Car mirrors are now working
  • Graphics: Lighting management in night conditions
  • Graphics: Rendering pipeline ready and compliant for VR (WIP)
  • Graphics: Fixed bad illumination in some special cases
  • Procedural engine: Complete overhaul of Camilla parameters (tracks are now more realistic than in previous engine versions)
  • Procedural engine: Improved walls/fences distribution
  • Procedural engine: Improved track assets distribution
  • Procedural engine: Added new asset: Kerbs models/type
  • Procedural engine: Added new asset: Mega structures
  • Procedural engine: Added new asset: Track/buildings on starting straight
  • Procedural engine: Added new asset: Generic vehicles
  • Procedural engine: Added new asset: Track/recovery vehicles
  • Procedural engine: Added new asset: Marshall characters/stands
  • Procedural engine: Added new asset: Cameramen characters/platforms
  • Physics: Improved car physics
  • Physics: Reduced engine power
  • Physics: Reduced downforce
  • Physics: Increased drag
  • Physics: Improved driving aids
  • Performances: Pre-generated track shaders during scene loading (which caused a lot of hiccups)
  • Performances: Scenes transition is now seamless
  • Performances: Smoother frame rendering
  • Performances: Slightly optimized texture generation and memory occupation
  • Performances: Reduced performance impact of dynamic reflections
  • Performances: Fixed subtle crash in updating dynamic reflections on some configurations
  • Performances: Slightly reduced CPU workload during rendering
  • Performances: Fixed SMAA executed before tone mapping in post processing chain
  • General: Bugfix and general polishing

Have a look at these screenshots to see how the game has improved:

Let us know your thoughts and feedbacks about the update!

Thanks for your support and have a good race!