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Designing something fun

JesseHarper edited this page Oct 17, 2026 · 1 revision

Designing something fun

October 17, 2026 · Ride World development diary

Would you want these in your cycle simulator?

I've been working on a car racing experience for S-Bike Training Hub, and I wanted to share where it's at instead of waiting until everything is finished. The cars need more work. The roads need more work. But there's enough here now to show what we're making and ask what you think.

First, the cars

Six cars in the work-in-progress showroom

Hypercar, Speed Demon, Cyberpunk, Uncle Sam, Rugged and Ashton: six cars with very different looks, in a showroom built to let us inspect them. These are actual showroom captures assembled into a contact sheet, not concept paintings. The sheet records an earlier stage of the current work; detail refinements have continued since these captures.

We've been working on the little things: distinct headlight assemblies, reflective paint, glass, editable registration plates, and an optional water-droplet effect for close-up shots. I'm still refining the surfaces and reflections. Here's a more recent Speed Demon detail from the running renderer:

Speed Demon paint and reflection detail

Then, somewhere fun to drive

Interactive course study with a piece builder and matching power chart

The course study started with a descending funnel. Now there's an early builder for assembling a larger route from smaller pieces:

  • Climbing switchbacks and mountain traverses.
  • Funnels going down and funnels going up.
  • Corkscrews, sweeping bends, chicanes and straights.

You can add pieces, remove them, change their order, and rotate the resulting 3D course. The randomizer uses those same pieces. A power profile runs underneath the preview, and scrubbing it moves a marker along the course. Courses and their piece arrangements can be saved locally.

I like the idea of climbing a winding mountain road, rounding a bend, and finding something completely impossible waiting on the other side.

What's real, and what's next

This is a design prototype, not a released, playable car racer. The builder currently uses an ordered list of pieces; direct placement and dragging are future work. Some arrangements can cross or need more clearance. Vehicle physics, stunt handling, the target ghost and live bike control still need to be built and connected.

The displayed lap/time estimates use an illustrative preview speed, not an athlete prediction. The plan is for the Hub to keep recording the real effort while the game presents car-racing speed. Literal upside-down track angles must never become trainer resistance commands.

I'm sharing the work while it's still taking shape. Would you want a car racing mode in your cycle simulator—and what would make it fun for you?

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