Version 2.4 is now live on slowroads.io - vehicle interiors finally have detail and working dashboards after over 3 years of placeholder geometry β¨ Also features improved vehicle audio and a handful of fixes
@anslo.dev
3D developer and aspiring creative generalist, currently working on slowroads.io and biketerra.com. Interested in architecture, 3D design, digital fabrication, procedural generation, and web-based graphics. Check out anslo.dev for details
Version 2.4 is now live on slowroads.io - vehicle interiors finally have detail and working dashboards after over 3 years of placeholder geometry β¨ Also features improved vehicle audio and a handful of fixes
Version 2.3 is now live on slowroads.io, featuring new road markings on Hills and a long-overdue art pass on Off-World. Next up I'll be looking at some audio upgrades and vehicle interiors!
Version 2.2 is now live on slowroads.io, featuring improved detail in the Hills location and handful of fixes and optimisations. More detail work to follow, including weather effects and an art pass on the Off-World location
This year's Driftmas winter rally event is now live! For the next week you can compete to set the fastest time on the extra-slippery 5km track.
Play at driftmas.slowroads.io
There are a handful of new features in this event which will soon be coming to the main game - more updates coming soon!
Not yet, but I'll be working on it full-time for most of December
I've been keeping busy lately helping to develop biketerra.com, a browser-based virtual cycling app. Procedurally-built environments for real-world routes, which users can create for themselves and be ready to ride within seconds. If you have an indoor trainer, check it out!
Made with @threejs.org
Slow Roads version 2.1 is now live on slowroads.io, featuring new vehicle physics, autosteer/autospeed modes, one-pedal drive, draggable camera controls, and a handful of QoL upgrades.
Next up for 2.2 will be improvements to the environmental detail and weather effects π§οΈ
No AI; it's all hand-coded. All parts of the engine are specific to the context of infinite environment generation on a browser-based budget, and I found there isn't much generic about that. Besides, it's a hobby project, so for me there's value even in doing the rote stuff manually
Here's an early look at green laning in Slow Roads - one of the many extra features coming to the Steam version
www.youtube.com/watch?v=ksnx...
I have an old article on Medium which covers the fundamental elements, but I'd definitely like to write more if I can find the time! Here's the article - anslo.medium.com/slow-roads-t...
There are 11 different night modes!
Introducing Slow Roads 2.0 - procedurally-generated, scenic roads for endless driving zen. Built with @threejs.org to run in your browser - no installs, no ads, just roads.
Play free at slowroads.io
#threejs #webgame #javascript #procedural #webgl