I still have to get the car physics working as well as I want...I'm tired of wrestling with the raycast PhysX vehicles...I'll be working ona true rigid body simulation of the vehicles in the next week....the implementation will be very similar to what I was doing with Newton Physics. I loved how my Newton cars would slide, loose traction, burnout, sway around corners...they were so realistic compared to these raycast approximations.
I'm also working on a lot of optimizations in terms of the physics, it looks like I'll have to partition the static physics world to get the kind of results I want [ performance wise ] ...
I also have to re-do a lot of the multiplayer, to the new specs, and re-work and implement some of the gameplay elements that I had in there.
Overall I'm very confident that the game will end up being a much better product than it would have been if I pulled the trigger a year ago, before I re-did all the artwork etc.
Stay tuned for more updates....
P.S. I'm also playing around with a real-time camera in the Radioactive-Software control center. Game development action broadcast straight to your eye/ear holes 24/7. I give you... The Dan Cam. lol. [ errrr it doesnt work in firefox, i'll fix that later xD ]