LateBrake v0.5.90 — Physical Driving and Safer Racing AI¶
SOURCE-ONLY GitHub pre-release. This is NOT a playable game build. No compiled Win64 EXE, Android APK/AAB or installed game is included. GitHub source ZIP/tarball archives are not installers and contain zero executable binaries. This is a development source snapshot; it does NOT establish successful Unreal Engine 5.8/UHT/Game compilation, a cooked original circuit, a real Windows installer, stable performance, working car-wheel suspension, or safe collision-free real driving.
Real source changes since published v0.5.89¶
PHYSICAL CHASSIS DRIVING — PRs #281–#285¶
- ProgressiveRoadLoad replaces excessive constant coast damping with bounded rolling/aerodynamic road load. Player and physical rival use the same policy; off-pavement still adds resistance.
- SpeedAwareYawTorque makes steering depend on actual lateral chassis motion and speed instead of arbitrary zero-speed turning.
- AutomaticTransmission adds a four-forward-gear/reverse automatic drive state, shift torque reductions and engine-speed telemetry.
- GripLimitedBraking bounds forward/reverse service braking against real measured planar speed, road and tire grip, damage and thermal fade.
- LateralGripBudget caps lateral force and shares an approximate combined traction budget with actual braking. This is a single Chaos rigid-body approximation, not a validated wheel/tire contact model.
RIVAL CORNER AND TRAFFIC DRIVING — PRs #286–#288¶
- RivalCornerBrakeEnvelope forecasts earlier corner braking from live previous-tick grip/thermal measurements, current measured speed and remaining inbound gate distance.
- RivalStraightPassAssist supplies genuine bounded steering for a single AI car passing a slower player only on a qualified original paved straight. This is not multiplayer or full opponent AI.
- RivalPassTrafficResolution fixes an unsafe conflict: the independent real-velocity traffic emergency brake now cancels overtaking and restores original route steering instead of braking with an active sideways passing steer. Passing starts conservatively only on the two longer original 5600cm straights, with adequate corner distance and measured closing-time margin.
- Player-authoritative checkpoints, rewards, singleplayer save authority, AI recovery and the independent traffic safety brake remain unchanged. The steering change is not proof of physical collision-free passes on a cooked Unreal map.
Other retained development since v0.5.89¶
- Physical on-track directional-guide chevrons, richer automatic-gear HUD instruments and actual rival finish-clock observational source remain in the development branch. Any experimental separate 2D Windows preview is not the Unreal 3D game and does not satisfy the Win64 candidate gate.
Immutable, tested source-only qualification¶
The v0.5.90 publisher runs the complete portable C++20 CTest
suite on Windows, Ubuntu and macOS and independently checks all
eight new production numerical targets: ProgressiveRoadLoad,
SpeedAwareYawTorque, AutomaticTransmission,
GripLimitedBraking, LateralGripBudget,
RivalCornerBrakeEnvelope, RivalStraightPassAssist and
RivalPassTrafficResolution. These are actual source tests, not
UE5.8 game builds.
Editor Python source-binding tests, MkDocs rendering, PowerShell syntax, synthetic candidate/provenance rejection policies and immutable same-main-SHA release checks must also pass. Its GitHub tag is created only after all four independent release qualification jobs succeed and the published v0.5.89 predecessor is validated. The pre-release must have zero attached executable assets.
Prior published system gates retained¶
The full source regression and pre-existing individually required targets still include:
SOURCE-ONLY, ARCADE TIRE, NITRO BOOST, SLIPSTREAM, RIVAL GRIP, OFF-PAVEMENT TRACTION, BRAKE HEAT, IMPACT DAMAGE, ENGINE HEAT, RIVAL HEAT PACE, VERIFIED GATE GAP, UNREAL PIT SERVICE, MENU INPUT, SIX-CAR BODY KITS, RacePitService, RacePitVehicleService, VehicleBodyKit, PIT RADAR, ANDROID PIT HOLD, SIX-CAR PAINT, RacePitRadar, TouchPitHold, TouchControlLayout, VehiclePaintRecipe, GATE PROGRESS, GARAGE COMPARISON, RIVAL SPLITS, RIVAL DIFFICULTY, RaceGateProgressGauge, GarageCatalogView, GarageComparisonView, RivalMatchedGateSplits, RivalDifficultyPreset.
These older named source systems (including ARCADE TIRE, NITRO BOOST, SLIPSTREAM, RIVAL GRIP, OFF-PAVEMENT TRACTION, BRAKE HEAT, IMPACT DAMAGE, ENGINE HEAT, RIVAL HEAT PACE, VERIFIED GATE GAP, UNREAL PIT SERVICE, MENU INPUT, SIX-CAR BODY KITS, PIT RADAR, ANDROID PIT HOLD, SIX-CAR PAINT, GATE PROGRESS, GARAGE COMPARISON, RIVAL SPLITS and RIVAL DIFFICULTY) are retained, not new evidence of a functioning installed product. RacePitService, RacePitVehicleService, VehicleBodyKit, RacePitRadar, TouchPitHold, TouchControlLayout, VehiclePaintRecipe, RaceGateProgressGauge, GarageCatalogView, GarageComparisonView, RivalMatchedGateSplits and RivalDifficultyPreset remain independently qualified.
Not included, and what is required next¶
- No real Unreal Engine 5.8 Editor/UHT/Game compilation, cookable validated circuit, independently simulated contact wheels, suspension or tire telemetry.
- No compiled Win64 EXE, Windows installer, Android APK/AAB, installed game, controller/device QA or actual visual proof.
- No multiple developed circuit maps, full racing grid, matchmaking, invitations, professional car art or validated collision-free overtaking.
- A licensed Unreal Engine Windows build machine and authentic cooked original map, followed by instrumented 30/60/120fps driving, contact, brake and AI passing checks, are mandatory before any playable build announcement.
See real playable-release qualification #148 and Android device qualification #13.
The authored source is under BSD-3-Clause; Unreal Engine and engine-provided assets are under Epic's separate terms.
SOURCE-ONLY — NOT a playable game build — zero executable binaries. GitHub source archives are not installers.