What changed in v5.0.0
The beginning. Super Dungeon Racer has been rewritten from scratch five times; this is where the fifth one starts. The first commit is a single textured cube, a light and a camera. By the end of this stretch there is a blocky world, a handful of hand-built circuits, and a car with real physics to drive round them.
- A world made of blocks — the world is built from cubes with a different texture on each face, grouped into numbered block types with per-biome variants, so the same circuit can be laid down in a different biome and look like a different place. Blocks are stamped into the world through chunk-sized layouts rather than placed one at a time.
- Circuits to lap — several hand-authored tracks (Oval, Bertuol, Indy, Eight, and a test layout) assembled from a vocabulary of chunks: straights, rounded turns, a chicane, and a start/finish line. Your spawn is derived from the track itself, so every circuit puts you on the grid in the right place.
- Procedurally generated tracks — circuits can also be generated from a seed instead of hand-authored, and the world streams in around you a chunk at a time rather than being built all at once.
- A real car — the player went from a rolling ball, to a kart, to the current sim car: four independently suspended wheels, per-tire grip, a torque curve and an automatic gearbox, drag and downforce — tuned to feel kart-like rather than clinical. It has an engine sound that tracks the revs.
- Cameras — a free-fly spectator camera, an isometric camera that follows the car, and a chase camera that trails behind it. Press C to cycle. Gamepad (DualShock 4) works alongside keyboard, with analog steering and pedals.
- CRT/VHS look — an optional full-screen post-process pass with scanlines, noise, chromatic aberration, warp and vignette.
- Tweak everything live — an in-game debug layer exposes almost every tuning value in the game as a live control: car handling, camera, lighting, audio, post-processing. Change it while driving, and save what you like.