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- City-Racing
Repair Stations
added more repair stations around all the race tracks, also re-posisioned the other stations, to the waypoint path for the AI Cars. Like the long race track also of AI cars would get damaged and not make it to the next…
Announcement1 changeGameplay - City-Racing
Now we also needed to tighten the IsCarAhead
Looking at the current implementation, awareness has two problems that cause clumping: The "in-path" test is too wide — a 35° forward cone within 35 m means any traffic car roughly in front (even one or two lanes over)…
Announcement5 changesGameplay - City-Racing
added a real lane‑offset field and use it when building the per‑car waypoints
Let me explain the issue clearly: Why the cars still drive in the center: The field perfectCenteringDistance is not a lane offset — it's just the tolerance the learning system uses to score whether a pass through a wayp…
Announcement5 changesGameplay - City-Racing
breakdown of the three big upgrades
🏎️ Recap: What We Just Did to CRAILearningSystem.cs Here's a breakdown of the three big upgrades and why each one makes the AI noticeably better. --- 🗑️ Killed the global minWaypointSpeed / maxWaypointSpeed Before: Ev…
Announcement5 changesFixGameplay - City-Racing
New Waypoint FIX BIG Change!!!!
The Problem We Solved All AI cars (truck, F1, etc.) were sharing the same single waypoints container in the hierarchy. The learning system was writing learned targetSpeed values back into those shared waypoints — so: ·T…
Announcement9 changesFixGameplay - City-Racing
Advanced Lane and Traffic Rule Awareness
What We Did Today: Advanced Lane and Traffic Rule Awareness Integrated your city’s map/road data (tsActive, tsOneway, tsOnewayDoubleLine, etc.) into the AI system. Wired up the AI to use this data for smarter, more real…
Announcement12 changesMapsGameplay - City-Racing
New Systems
What We Did · Lane Commitment Logic: · We introduced a system where, once an AI car selects an open lane, it “commits” to that lane for a minimum amount of time (or until it becomes blocked), instead of constantly re-ev…
Store11 changesGameplayBalance - City-Racing
New Script Learning system and lane changing system
What was added: ·Lane center calculation based on waypoint and lane width. ·Lane detection for the AI car. ·Lookahead logic for all 4 lanes. ·Example lane selection and steering target. ·Optional debug visualization. Th…
Announcement4 changesGameplay - City-Racing
logic to store the player’s current camera position and rotation right
· Camera View Storage: · We added logic to store the player’s current camera position and rotation right after the intro text finishes scrolling, while the player is still driving. · Car Showcase Sequence: · The camera…
Store4 changesUI/audioGameplay - City-Racing
class controls the behavior of a police (or enemy) helicopter in your game
What the CRHelliControl Class Does This class controls the behavior of a police (or enemy) helicopter in your game. It manages: Following the player (whether in the car or on foot) Coordinating with other helicopters to…
Announcement9 changesBalanceGameplay - City-Racing
How CRAILearningSystem Works
How CRAILearningSystem Works Purpose: CRAILearningSystem is an adaptive AI system for racing games. It enables AI cars to learn the optimal speed for each waypoint on the track by analyzing their own driving performance…
Event3 changesPerformance - City-Racing
updated the mileage tracking system
Key Improvements: Per-Lap Mileage Tracking: Now tracks currentLapMileage and stores each lap's mileage in lapMileages list Track-Based Session Management: New TrackMileageRecord class groups all sessions per track Sessi…
Announcement13 changesGameplayUI/audio - City-Racing
Update for Highway track also changed CRCarInfo for AI
On the CR-Highway track/race I changed the amount of laps to complete to 1. was 3 like every other racetrack. Also changed in every scene/track/race in CRCarInfo for AI cars optimized.
Announcement1 changeGameplay - City-Racing
Waypoint Reservation System And real-time adaptive learning system
Waypoint Reservation System ·Added WaypointReservation class to track which AI car occupies each waypoint ·Thread-safe using lock (reservationLock) for concurrent access ·Reservations have timestamps and expiration logi…
Announcement11 changesFixGameplay - City-Racing
Waypoint Reservation System , Reservation Management, Queue-Based Repositioning
Key Changes Made: Waypoint Reservation System · Added WaypointReservation class to track which AI car occupies each waypoint · Thread-safe using lock (reservationLock) for concurrent access · Reservations have timestamp…
Announcement4 changesGameplay - City-Racing
COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City Racing
COMPREHENSIVE ANALYSIS: Spacebar Skip Issues in City Racing Based on my analysis, I found 4 main locations where spacebar input can incorrectly skip races/scenes: CRLevelLoader.cs ✅ (Already has proper context-aware ski…
Announcement15 changesFixGameplay

