Happened in Hanaa – Vol. 7: July 14–20, 2025


Phew, what a sweltering week—and it looks like the weather is only heating up. Not exactly ideal conditions for game development, but I still managed to make progress on several fronts. Nothing fully wrapped up yet, but hopefully some of it will make it into the next release.

  • Track caching cleaned up. After wrestling with various edge cases, I decided to remove track caching altogether; it just doesn’t serve a real purpose at this point. On the bright side, the system is now in a good state to adopt Addressables quickly, should I need to. I plan to write a full post about this once I’m free of the cast on my hand.
  • Track diagram mesh improvements. I finally solved the overlapping and artifact issues using Clipper2 (via Unity-NuGet) and the Geometry Algorithms asset. With proper mesh topology in place, things like translucency, edge highlighting, and other visual effects are now much more feasible.
  • Started working on tire dust effects. There's still a lot of tweaking and design ahead. Dust is a track-specific property, so it needs to be applied dynamically to the active car when appropriate.
  • GUI code refactoring. I've done a lot of cleanup here. It’s wild how many placeholders have piled up over just a few months.

    Once again, the end of the month is approaching. I’ll be focusing on wrapping up everything currently in progress for the next release. Let’s see how much I can squeeze in.

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