Advanced features allow easy modification of the terrain, layout of the road, modification of cross-section and manipulation of materials. Make adjustments to the track, and the terrain is automatically adjusted in just seconds. Likewise, change the terrain, and the track will also move with it.
The interface has been designed to give fast feedback with the higher detailed meshes calculated in the background. This makes track building less tedious and allows for greater productivity.
All editing occurs in the 3D window and multi-threaded background calculations provide the fastest possible rebuilding of terrain and tracks immediately after any user modification.
Tracks are created in several parts, a road section (for driving on) and an outside areas (where plays often end up). These are treated slightly differently in RTB (by default) with the outside of the road taking on more of the terrain's shape and texture.
Polygons are minimised towards the edges to reduce polygon count, whilst maintaining a driveable surface.
Tight corners where normally the inside lines of the mesh would overlap, are automatically corrected.
The terrain is cut wherever tracks are placed. When tracks are moved, the terrain is recalculated automatically. This feature can be switched off allowing structures like bridges to be created.
Tracks can cut into other tracks forming seamless intersections, runoff areas, pitlanes and other more creative ideas.
Tracks can be made using managable sized lengths and joined simply by snapping one end to another.
Different types of cross-sections can be joined seamlessly allowing more detailed sections to be integrated with a simpler track mesh.
Tight twists and turns in a road will almost invariably require camber, that is adding a sideways slope to road in order to assist vehicles take the corner at a higher speed. RTB has the ability to automatically add camber to the road depending on how tight the turn. This feature alone can save days of manual editing.
By default the edges of the tracks are calculated, shaped and lit to blend well with the surrounding terrain. This occurs in three ways, by using the terrain as the material for the edge and then blending it with the track's material, by adjusting the physical shape of the track to "meld" with the terrain and by adjusting the lighting so that abrupt angles are less visible.