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anslo

For now there's ?seed=myseed&topo=[easy|normal|hard] but I'll be adding more in future!
Yes, and I'll be adding query params for for all other config options too
Rookie error on my part, apologies - I was needlessly agonising over having to make string comparisons in my input controller. This week I'll be refactoring it to use a map, and be adding some UI for remapping.
Much appreciated! There isn't any reason it can't be freely available; it costs almost nothing to host. Development time is the true cost, so it's more a question of how much I'm able to add.
Bingo - the dash spacing is still wrong, but it's based on the roads you might find around the Peak District (Cat and Fiddle, Snake Pass, etc.). I didn't reckon many people would mind the line spacing, but it'd be an easy fix
You're right - I spent a while looking for existing procedural driving games before I started, and seeing how disappointing the Dirt 4 implementation was was all the motive I needed. Thanks for the kind words.
Ha, true. I'll see to making it a little less reckless, and probably give a setting to have it follow a lane, if it isn't too difficult. The idea of a "slow road" is more about taking the scenic route - back roads like these tend to have some of the highest speed limits, at least in the UK.
Thanks for the kind words! That screenshot looks like the tail-end of the road - the world despawns behind you as you drive, leaving behind this weird-looking trench. That isn't a bug, but it definitely looks like one - the plan is to add a little achievement for driving back that far, so that people will know it's expected behaviour. Don't worry about replicating bugs, or finding exact coordinates; I've been seeing them all stream in on my analytics backend, and they come with all the metadata I need :)
Interesting idea - I could try implementing this experimentally
True, though in practice that's the way fog is applied in the shader. With the two-tone setup I can have a blue hue in the foreground transitioning into the hard white at the edge of the view dist.
I think you're probably right. The camera's pitch exactly matches the car's pitch, so I'll fiddle with having it maybe only take 50% from it.
This has been an issue for a couple of people, yeah - I mention it in the FAQ but I'll probably make a more obvious warning when I detect a low FPS
I figured that was the best way to get organic-feeling roads stitched seamlessly into a far-spanning environment. I also didn't recognise at the time just how hard it would be, but I still think it was the right choice.
I've heard it's mappable on a steam deck, but I don't know about others. Controller support is one of the most-requested features, so I'll be trying to work on it this coming week. Thanks!
Physics are always a major headache - mine are pretty hacky and cut a lot of corners, such as ignoring trees or preventing the car from flipping. I only height-test the wheels, progress them independently, and then resolve the chassis position from that. It's not terribly physically accurate but it gets the job done, and is pretty cheap!
That's interesting - the sea plane is set at a y position of 0 so I can't imagine how that could happen... You can press F3 to get a debug overlay showing your position, maybe you could verify that the Y value looks correct?

Autodrive is in the middle of the road because it was much easier to implement. I'll see if I can get around to letting you choose a more legal lane-follow option.

There is a nice way to set fog to be two-tone - I'll play with that and see what I get. The default Summer mode has quite a distant fog, but the morning/evening weathers are a little mistier.
It isn't intentional, that's just the physics of low friction on steep slopes. But you're right, nearly everyone starts by immediately seeing how far off-road they can drive, so it wouldn't be a bad idea to better support that :)
The next location I add may well be a denser forest in the mountains - I'm picturing tunnels, fog, and snow at higher elevations.

I don't plan to sell it, but you can follow my twitter for updates. I'd like to keep it freely available if I can :)

https://twitter.com/anslogen

Thanks! I'll give that a go and at least add it as an optional alternative, if not the default :)
Neat, this is my project - thanks for sharing! For anyone interested, I have a brief overview post up on Medium while I work on a deeper technical write-up:

https://anslo.medium.com/slow-roads-tl-dr-a664ac6bce40