Chris is programming and Tony is creating graphics, so I think what
you see is mostly Tony's work. He does seem to have a bit too much
time on his hands though. ;-)
Normally, given WSC's background, you'd expect the basics to be layed
out pretty quickly. Some things will be redone entirely (like now
driving entirely on a 3D patch-based system instead of polygons, like
ISI does (they use an adaptive subdivision polygon method from the
looks of it), and Gregor Veble's suspension system, but most things
they've already though of (for WSC).
So you'd expect somethign (at least a box) driving some kind of
circuit pretty soon.
I'm not sure how much impact the loss of the Empire source code has
had, but you'd quickly go into a similar route for RL, so I imagine
they must something driving pretty realistic by now.
For me, building a race game would be a loop of:
while(not satisfied)
{
- physics code
- graphics code
- user interface
- audio
They must have something, only they're not showing it off.
Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art : http://www.marketgraph.nl/gallery/