Cracked-glass as a tutorial topic is useful because the effect fails loudly when UVs or normals are wrong — easy to learn from. In a browser export I've had to watch overdraw on the shatter pass more than the look itself; once the shards fan out, fill-rate eats mid-range GPUs fast.
Curious whether the tutorial stays on a single draw call with a dissolve mask, or spawns mesh shards. The former has been kinder to web exports in my experience.
Nice direction — traffic that reads differently by profile is what sells “navigate, don’t just floor it.”
A few profiles that usually create readable unpredictability without chaos: cautious gap-hunters who leave room then panic-brake; aggressive left-lane stickers who cut late; hesitant merge-waiters who stall the flow; and one occasional wrong-lane wanderer so players learn to scan, not memorize patterns.
Even tiny differences in reaction delay + preferred following distance go a long way before you need fancy pathfinding.