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Developers Diaries #40

FIRST VERSIONS OF TRAFFIC

For our first car simulator, even before CCD, traffic was created as an extremely logical and disciplined entity - it was planned that there would be a certain “manager” who strictly regulates and coordinates the actions of all cars. Individual cars could not analyze the traffic situation and make decisions on their own. Simply put, they had no autonomy and acted only on the order of the “manager”. It was an attempt to make a fully deterministic traffic, where no surprises occur.

However, creating such traffic is an extremely difficult task, given that there is at least one element of unpredictability on the road - the player. Therefore, the resulting result can be described with one phrase: “it somehow worked”.
TRAFFIC IN CITY CAR DRIVING

When development of the first CCD began, that system was abandoned. It was neither flexible, nor extensible, nor realistic enough for the product we were aiming for.

The only thing we took from the first version was the road network. Lanes for car traffic in it are defined with the help of splines (pre-planned mathematical curves), along which cars drive and pedestrians walk. The splines are laid out by level designers in an internal editor, which we have already mentioned in the early developer diaries. This road network turned out to be a very good solution, and, albeit with modifications, it is still in use today.

But unlike the first version, the cars were finally given free will. Each road user began to make his own decisions about where to go and what maneuver to make, and about other participants knew only what he could observe.

Machine vision, however, is not an easy issue at all. In this version it was implemented in a very simple way. The cars saw only the nearest car in front and the nearest car behind in their lane, as well as two cars in front and two behind in the neighboring lanes. To analyze the situation for a farther distance, we had to go through the cars in a chain, asking the front car its front car and so on.

It followed that the cars could not drive side-by-side in the same lane, and their movement was something like the movement of train cars. Implementation of maneuvers of lane change and overtaking caused a lot of problems, and turned out to be far from perfect, and at intersection we even we even had to make an external dispatcher, because there cars did not see each other at all!

Despite these limitations, in general the system turned out to be quite successful and has been used in many products for over 10 years. During this period the following features have been added to it:
  • Dynamic trajectories for pedestrians crossing in the wrong place
  • Cars entering and exiting parking lots
  • Narrow forest roads with “pockets” for passing traffic
  • Traffic passing other cars in the same lane on wide roads.

But the core of the system remained the same, so to implement all these features we had to resort to more and more “crutches”, and their work was not devoid of various “glitches”.

To read the diary in full, visit the City Car Driving 2.0 page on Steam

Developers Diaries #38

In this developer diary, we'll tell you about the latest updates to game locations where you can service your car.
[h2]Gas Station[/h2] Previously, the gas station only had basic car refueling functionality with a simple interface.

Now, the gas station has acquired a more detailed appearance and expanded capabilities. We have significantly improved the user interface, making it more functional and interactive. When pulling up to the pump, it's important to consider the location of your car's fuel tank. Two main types of fuel are available: gasoline and diesel. In upcoming updates, there will be a choice of different gasoline grades: AI-92, AI-95, AI-98, and AI-100.
[h2]Auto Service Station[/h2]
he auto service station has come a long way from its simple alpha version. In the current version, we have not only improved the location's appearance but also significantly enhanced the interface.

Although the design isn't final yet, it already reflects all the core mechanics. At the auto service station, both comprehensive car repair and maintenance of individual systems are available:
  • Body repair
  • Suspension repair
  • Engine maintenance

All car components are subject to wear during operation and can also be damaged while driving. Regular visits to the auto service station are an important part of maintaining your car in good condition.

More about City Car Driving 2.0 can be found on its page

Developers diaries #36

Let's start with the streets of our city, which have become much more vibrant. We've added many new pedestrian appearance options and clothing presets, significantly diversifying the environment. In addition, we fixed bugs in the pedestrian route selection system: they can now avoid obstacles and react appropriately to their surroundings.

The weather system, which we've been working on for a long time, has also received a significant update. Our artists have reworked the visual effects for all weather conditions, including improved cloud rendering. Now, clouds have sharper edges, and the sky features clear patches even on overcast days. These changes make the game’s atmosphere more dynamic and realistic.
Alongside weather improvements, we're actively working on the lighting system. It's important to us that the city's lighting is not only beautiful but also realistic. We are striving to find the perfect balance between visual quality and performance, with light sources playing a key role. This includes lighting from street lamps, signs, and windows, as well as cast shadows. In the video, you can see one of the lighting adjustment processes.
By the way, what do you think is happening in this video?
It may seem like we're testing the onset of an apocalypse, but in reality, this is part of checking the proper rendering of lightning in the sky and on the ground, considering reflections on wet road surfaces but with more noticeable colors.

You can read more about the diary on the City Car Driving 2.0 page