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City Car Driving News

Developer diaries #54

[p]This time, we're diving a bit deeper under the hood-or more precisely, under the wheels. Our goal was to make the roads in the game feel truly alive: dry dirt roads kick up light dust, rain-soaked trails fling mud in all directions, and puddles explode into spectacular sprays. And it’s not just visual noise-this is the result of a complex system we’re excited to show you today.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]Particle System[/p][p]When developing the under-wheel particle system, we had a few key goals in mind. First, we wanted the effects to feel believable and consistent with real-world behavior. Second, it was essential to maintain high performance across the board.[/p][p]We used Niagara, Unreal Engine’s advanced particle simulation system, to bring these effects to life. Niagara is incredibly flexible and capable of producing highly optimized visual effects. Most of the calculations in Niagara are processed on the GPU. While this brings some limitations, it allows us to hit impressive performance targets without compromising on visual quality.[/p][p][/p][p]Realistic Contact Patch Simulation[/p][p]At the core of the particle system is a realistic simulation of how the tire interacts with the surface beneath it. As we mentioned previously, we work with detailed information like the surface's physical material, the wheel's slip percentage, and the power output at the contact patch. This data is used to determine what kind of particles should be generated-and how they should behave.[/p][p]For example, if you’re driving on a dry dirt road with minimal wheel slip, the particles will be mostly light and dusty, slowly settling in the air. On the other hand, if the wheels are slipping significantly, you’ll see heavier particles being ejected more forcefully from the tires.[/p][p]Mud behaves similarly, but here surface moisture becomes a major factor. Hit a muddy rut, and you’ll see a lot more thick clumps being thrown up from the wheels.[/p][p][/p][p]Moisture Map[/p][p]To give particles more dynamic and predictable behavior, we implemented a moisture map system. Drive into a puddle or rut, and you’ll instantly notice an explosion of splash effects. Enter a tunnel or dry patch, and those splashes will disappear accordingly.[/p][p]On a dry dirt road, your tires will kick up light dust-but in the rain, expect slinging mud instead. The amount and type of debris are also affected by whether you’re driving through ruts or on flat terrain.[/p][p][/p][p]Particle Materials[/p][p]Particles in our system are sprites-flat textures that always face the camera. This means we had to create materials (or shaders, in UE terms) that give them a sense of volume and movement.[/p][p]To add randomness and variety to dust and mud particles, we distort their texture coordinates. This gives each particle a unique shape and behavior, making the simulation feel more organic.[/p][p]We also control how a sprite’s appearance evolves over its lifetime. For splash particles, the texture tiles and scales over time to mimic the effect of water droplets dispersing into the air.[/p][p]We aim to make every drive in our game feel alive-not just through vehicle handling and visuals, but with those seemingly minor details like dust clouds, mud chunks, and water sprays. Because in the end, it’s those details that create a truly immersive experience.[/p][p]We’ll keep sharing behind-the-scenes insights and showing you how the atmosphere and realism of the game come together-one shader, texture, and line of code at a time.[/p][p]Thanks for being part of the journey-your feedback and support mean the world to us![/p][p]Until next time-and don’t forget to check your mirrors. Sometimes, the view back there is beautiful too :)[/p]

Developer Diaries #53

[h3]New Questions[/h3][p]When's the beta test or how do we get in?[/p][p]We'll announce details before release. Selection will be via a special application form. Key requirements:[/p]
  • [p]Attention to detail[/p]
  • [p]Meticulousness[/p]
  • [p]Love for the autosim genre[/p]
[p][/p][p]Will there be "clowns" and "cowboys" on the roads? If so, how will that work?[/p][p]We're still battling that issue! Those drivers do appear in-game, but they're unplanned AI glitches we can't keep because they cause tons of gameplay problems.[/p][p][/p][p]If you can’t add a Russian map, at least make a modding toolkit for SSD2 maps.[/p][p]Advanced modding tools are a top development priority. This won’t be in the Early Access release, but will absolutely come later.[/p][p][/p][p]Will there be Direct Drive base support with force feedback?[/p][p]Yes.[/p][p][/p][p]Will there be cockpit interactivity? Like switching between music/nav systems directly in the cabin? [/p][p]Early Access includes existing implementations like gear selector knobs. But if you mean a fully interactive cockpit with manual controls – no, we've postponed that for later.[/p][p][/p][p]Any chance of licensed car brands in the future? Or is that too expensive?[/p][p]This will not be implemented.[/p][p][/p][p]Will interactive in-car screens be possible?[/p][p]Yes, after Early Access.[/p][p][/p][p]You can read more about City Car Driving 2.0 on the game page[/p]

Developer diaries #52

[p]Hey Car Enthusiasts![/p][p]In these diaries, we'll talk about an enhancement that will make driving in rainy weather even more realistic. We've significantly improved the behavior of raindrops on your car's windshield – they now genuinely affect visibility while driving.[/p][previewyoutube][/previewyoutube][p]Drops no longer just appear on the glass – they behave like in real life:[/p][p]💧 If drops land in the same spot, they merge and grow larger. 💧 When the car is moving, drops are pushed downward by the wind, gather into streams/rivulets, and flow down the surface. 💧 They also interact with each other – merging and changing shape.[/p][p]All this creates a livelier, more realistic simulation that not only looks convincing but also impacts the driving experience – especially in bad weather. We continue to refine details to a level where every environmental element contributes to the overall sense of immersion.[/p][p]Share your thoughts and impressions in the comments![/p][p]You can find out more about the upcoming City Car Driving 2.0 on the game's Steam page.[/p]

Developer diaries #51

[previewyoutube][/previewyoutube]
The first step is setting up a base pose. This pose sets the tone for the entire animation and serves as a foundation for all future movement.

Next comes the step-by-step refinement of motion.
We add keyframes: the movement of the body, arms, legs, and head. This is where the animation starts to take shape and gain personality.

Then come the micro-movements - breathing, subtle shifts in posture, gentle weight transfers. It’s these small touches that add depth and create a real sense of presence.

Our goal is for you to feel, as you drive through the city, that you're surrounded not by a set of polygons, but by real people going about their day. We want the streets to feel alive, not static or mechanical - like a truly lived-in space.

As always, we’d love to hear your thoughts in the comments. Let us know what you think - your feedback means a lot to us!

You can find out more about the upcoming City Car Driving 2.0 on its Steam page.

Developer diaries #50

Now, in this milestone 50th edition, we're excited to present an updated look at our virtual city.

We've prepared fresh screenshots showcasing how the game's world has evolved across various locations and different times of day. You'll see streets coming to life with the first rays of sunlight, the city bustling during the day, and transforming as evening sets in.


Our team continues to work diligently to create a realistic and immersive environment. Your feedback and support inspire us to keep improving and adding new features.

Stay tuned for more updates, and feel free to share your thoughts in the comments!

You can find out more about the upcoming City Car Driving 2.0 on the game's Steam page