Quote: "Hehe, I just playd this, and got lost..."
The track needs more detail, and markings.
Looks like Muddlegum used the sat-pic from virtualearth or such.
The car is also ridiculously high-powered or the physics sim is a tad off, as I got 1.23 quite consistantly without spinning or understeering in conditions where I should've.
The controls are quite irritating as well, I mean either full keyboard and/or full joystick/gamepad; but a combo of both is just annoying and pointless.
Quote: "I noticed the playstation car games use a basic flat texture effect for grass, and only rarely a quite long grass in a few scattered places.
One of them has really odd strands of long grass just sticking up in the fields. not convincing at all. Needs a lot or none at all maybe. "
Best cheap grass effect is a number of flat planes that are layered.
If you have about 3-4 that then wave around, it gives quite a nice effect; but make sure that they match below or even better still keeping with below take pixels away from the top layers.
As long as it's short enough it works very well, but longer looks extremely fake. Give you never get out of the car it'll work nicely.
The road could also do with something similar for specular mapping, you can alpha the object in DB 1.2 iirc (one of the new features) so you can base the specular on the lighting and alpha it accordingly; will give it a sense of depth without really having any.. same goes for shifting it slightly to the light position from eye position (faked bump mapping)