We are facing one of the major challenges of racing games: being able to create unlimited race tracks having both a proper functionality and a great visual impact.
Check out a "leaked" video of our engine:
Our R&D team is working on a procedural algorithm that randomly creates straight lines, chicanes, sharp turns, Esses, hairpins, etc. opening the way to structured weekly events based on always different tracks where players handle tires consumption, pit stops, weather conditions and limited car damages.
We called this new procedural track generation engine "RaceCraft" and we'll release it as a free demo for Victory: The Age of Racing in the coming weeks.
Given an initial seed and custom parameters, RaceCraft creates race tracks designed for sim and mid-sim players, with dynamic placement of all the objects needed on the track (starting grid, pit lane, fences, gaps, aprons, curbs, buildings, billboards, etc...).
In the current version you're already able to generate different seeds and then modify the tracks created on that seed by modifying various parameters.
We're now finishing our work on our updated graphic engine (shaders, etc) and creating lots of more objects to be placed on the procedural tracks created by RaceCraft.
The final engine will support race track themes and more parameters to play with to create your ideal racetrack.
Victory: The Age of Racing is now available on Steam: