Happened in Hanaa – Vol. 2: June 9–15, 2025


Lots of refactoring this week—some of it laying the groundwork for new features. Unfortunately, that means not many visible changes yet. The fun part comes once I actually get to use these new systems in practice.

  • Varying track surface properties. I built a generic system to handle surface properties like wheel sounds and physics behavior (friction, etc.). It hooks into Unity’s physics materials and supports both standard colliders and terrains. Terrain layer support still needs some design decisions before it's fully ready.
  • Track system overhaul. Completely reorganized track-related assets, and also created a brand new playground track to make testing easier.
  • Project audits. Gave Unity’s Project Auditor a serious run. It found a lot of relevant issues, in code and especially binary import settings, which I’ve mostly cleaned up now. It does complain quite a bit about LINQ usage—while I'm aware of potential GC issues, I haven’t seen any slowdowns so far. I still like how much cleaner LINQ makes the code, so I'm sticking with it.
  • Car material cleanup. With ghost cars gone, I removed all the old related code. Also revamped error material handling to use layers and renderer objects for better clarity and reuse.

A proper tool for validating and automating track data has been sitting on my TODO list for too long. With terrain setups getting more complex, I’m finally starting work on it. Once that’s done, I’ll rebuild the winter track using the new physics system. We’ll see how far I get next week.

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