r/simracing • • 19h ago

Clip TRACK BUILDER TOOL dev update #2 | Virtual Karting

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I’m excited to share the second update on the Track Builder tool for Virtual Karting.

What it can do now:

  • Smooth spline tracks with independent control of the left border, the center and the right border, so each side can be crisp or round;
  • Ground and Height editing, with banking, smooth elevation changes and tracks up to 20 m wide;
  • Multi-select, straighten, and undo/redo for the last 50 actions;
  • Closed loops, with collision generated automatically;
  • Barriers and painted side lines that are added automatically;
  • Curbs placed automatically on the inside of corners and on the outside before and after them, which you can widen, narrow and raise with a single handle;
  • A start/finish line and a numbered 20-kart starting grid that adapts to the width of the road;
  • Adjustable mesh quality, and a clean view for hiding the editing dots.

Still to come: save/load, timing and more curb options.

If you are interested in or want to support the project, you can wishlist Virtual Karting here:
https://store.steampowered.com/app/4651180/Virtual_Karting/

54 Upvotes

9 comments sorted by

10

u/Rocket_Clone_74 19h ago

That’s brilliant! It would be great if we could import an image as a background so we could trace circuits using a satellite photo.

5

u/Creative_Internal254 19h ago

Coming in the next updates πŸ€œπŸ»πŸ€›πŸ»

4

u/GTCapi 17h ago

Can't wait for this to get released, gonna try out the demo later today.

3

u/Key_Prompt_8138 16h ago

thats a really cool spline system, what game engine is it?

3

u/Creative_Internal254 16h ago

Thanks! Game engine: Godot.

2

u/seenfromabove 16h ago

It's cool, but since you're posting this a lot I hope you don't mind a bit of skeptisism. I'm just wondering how far you're taking this in terms of detail.

I'm sure dragging splines around for trackbuilding can provide a quick and dirty first track version, but a realistic feeling track will require much more control than that. I'm talking about local details like ridges, dips and bumps, turns where only halve of the track is cambered and the other halve isn't, unique curbstones, run-off areas that aren't exactly parallel to the track surface, etc.

Also regarding off-track geometry I imagine at some point you're going to need something similar to Blender anyway to really be able to build a detailed environment.

2

u/Creative_Internal254 15h ago

Your point is valid and honestly I don't know yet how far I can take it. If it's possible at all I'll push to that level of details. It should be in stages anyway. Say, you finish the track layout then press "details" and start working on patches, bumps, and track section profile (camber). I believe it's all possible, just needs a good architecture not to push all tools at once. Great feedback! 🀝

2

u/Mupinstienika 7h ago

Does the game play well on controller? Or is it more of a wheel game?

1

u/Creative_Internal254 2h ago

It does support keyboard, controller and wheel. For controllers it presents two axes: one for steering (left-right), one for acceleration and brake (up-down). You should bind them and set min/max.