- Initial idea - similar games, concept, skillset suitability, how to program it (ask if this is worth including)
- Car design and modelling
- Unity car physics - wanted to try it out and found a really well explained video, but had to change to work with Dong
- Unreal car physics
- Breakdown of components
- How it developed - balance between physics that intuitively match reality, but keeping it simple to make it easy to drive and customise
- Track design - from hand modelling with collision issues to landscape splines
- Sound and visuals
- Combining with Dong’s mechanics

\left(a-b+\left(\left(a-b\right)\frac{s}{\frac{d-c}{s}}\right)\right)\left(\frac{s}{\frac{x-c}{s}+s}\right)+b-\left(\left(a-b\right)\frac{s}{\frac{d-c}{s}}\right)\left\{c\ \le\ x\ \le\ d\right\}

Super Wagon
Wagons of Haste