Dusting off DriveyC++

It’s always interesting coming back to a project that hasn’t been touched in a long time. Often I find it to be much more functional than I remember (in this case the track description language is more sophisticated than I recall) and surprisingly easy to pick up where I left off. This doesn’t necessarily mean that I’ll be releasing any DriveyC++ demos in the immediate future, but if I can just keep a little time aside for this I should be able to make some real progress.


A rough port of the "industrial" landscape to DriveyC++

Still rather conspicuously missing is the ability to create hills. I really should attack that problem soon, since it would open up a whole lot of potential for landscaping– I’m thinking a twilight drive over a quiet mountain pass.


The most countrified landscape I have right now


I think shadows will probably define the daytime look