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A third genre: a car with grip it can lose, a track measured in metres, and the lap that comes of going round it.

0.8.0 #

Moves with the stack to 0.8.0, whose flutter3d_hardware changes PassEncoder.bindTexture to return bool and makes every backend forget its bindings at bindPipeline. Nothing in this package changed.

Its flutter3d_* dependencies ask for ^0.8.0.

0.7.1 #

Released with the rest of the stack at 0.7.1. Nothing in this package changed. The release it resolves against builds from pub.dev again and no longer crashes Metal on the first unlit draw.

Its flutter3d_* dependencies ask for ^0.7.1, and it asks for vector_math ^2.4.3.

0.7.0 #

  • Breaking. The readouts are in bridge.dart. LapReadout, PositionReadout and ReadoutStyle are widgets, and the simulation's barrel names no Flutter now; import package:flutter3d_game_racing/bridge.dart for them. buildRoadMesh, buildVergeMesh, buildBarrierMeshes and RoadMeshSettings were there already. doc/boundary-0.7.0.md has the same move for the shooter and the platformer.
  • Breaking. flutter3d_game is no longer a dependency. The simulation imports flutter3d_sim by name rather than through flutter3d_game, which stopped re-exporting it. A game that reached flutter3d_game or a simulation type through this package's pubspec alone names them in its own.
  • Apart from thirteen import lines nothing under lib/src/ changed: the vehicle, the tyre model, the track, the AI driver and the ghost are 0.6.0's. The floors on flutter3d, flutter3d_physics and flutter3d_sim are ^0.7.0.

0.6.0 #

  • The determinism table was matched on a third and a fourth machine, and not one number in it moved. Forty of forty checkpoints, on ubuntu-x64 under the VM and under Chrome, in CI run 34121423137. This car is the one that used to be the counter-example — a pair recorded on 2026-09-02 disagreed at twenty-three of the forty from step 75 onwards — so the confirmation is worth more here than anywhere: the arithmetic the tyre curve now runs on carries a run across a processor and an operating system as well as across an engine. The note is in test/parity_test.dart beside the table it is about.
  • Nothing in lib/ changed. The version moves with the set, and the floors on its siblings move with it.

0.5.1 #

  • The car replays identically in a browser and on the VM. It did not: the same tape drove measurably different cars, diverging at twenty-three of forty checkpoints from step 75, because the tyre curve and the bicycle-model steering are made of transcendentals and dart:math gives different bits for every one of them in the two places. The vehicle, the tyre model, the track's camber, the AI driver and the grid placement call Portable now — see flutter3d_sim 0.5.1. Forty of forty.
  • No API change. What a car does is a hair different in the last bits, which is a saved race from 0.5.0 replaying a hair differently and nothing a player can see.

0.5.0 #

Breaking. Ten flags become events, the mode carries what it means, and the track reads its own version.

  • Eight flags on RacerProgress, two on RaceState and one on the simulation are gone. Every event names the car it happened to, which a flag living on one RacerProgress could not: a caller found out who by knowing whose flag it had just read, which stops working the moment anything wants the field's moments in the order they happened.
  • RaceMode is open, and carries the three questions it was already being asked with == in four places: does it start behind lights, does it count progress, does it end after so many laps. A game adds elimination or a drift event by answering them.
  • TrackDocument reads its version. The generator has stamped one into every file since the format existed and this reader took the number and ignored it. A missing number still reads.
  • LapReadout and PositionReadout. The lap counter counts from one and stops at the last, which every game that reached for RacerProgress.lap got wrong in both directions.
  • Sectors, a tow, assists, drift scoring, a qualifying grid and a restart. Sectors are the stretches between checkpoints a circuit already carries, so a ghost can finally say where a driver lost the time. The slipstream arrives on VehicleInput rather than on VehicleController, which answers questions about the car rather than doing things to it. Traction control engages on spin while the car is pointing where it is going — written on slip ratio alone it would have cut the throttle mid-drift, in a game that scores them. StartGrid.orderBy turns a qualifying result into a grid, and restart puts the field back without rebuilding the world.

0.4.0 #

  • No changes of its own beyond a doc comment following gripLimit to its new name; the version moves with the workspace, whose sibling constraints name a single release.

0.3.0 #

  • A parked car stays parked. SphereVehicle had no resistance to rolling at all: the downhill part of gravity went into the velocity every step, the tyres answer a slip rather than a speed and saw nothing to object to, and air drag goes as the square of the speed. The circuit's starting grid rises about one in fifty, so a driver who touched nothing rolled backwards and kept gaining — 3.97 m/s after ten seconds. rollingResistance costs a coasting car something, and holdSpeed/holdSlope hold it still below a walking pace on anything gentler than about one in eight. Every scene this package was tested on was flat, which is why nothing caught it.
  • Opponents drive the same car model the player does, and the ghost is the car it is racing rather than the box it used to be.

0.2.0 #

  • A third genre: a car with grip it can lose, a track measured in metres, opponents, tyre wear, damage and the lap that counts.
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verified publisherpleion.dev

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A third genre: a car with grip it can lose, a track measured in metres, and the lap that comes of going round it.

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Topics

#game-development #game-engine #racing #gameplay

License

MIT (license)

Dependencies

flutter, flutter3d, flutter3d_physics, flutter3d_sim, vector_math

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