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Henri Keeble

Procedural and Adaptive Racing Tracks

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Hi all,
I'm an undergraduate games development student. My third year project has been focussed around developing a real-time procedural track generation modification for an open source racing simulation named TORCS (The Open Racing Car Simulator), along with some research into methods of player performance measurement in racing simulations. I am at a point where I am looking for some feedback on my solution. I would be very grateful to anyone who wants to try it out, pass comment and maybe even take a very short survey for me. Currently, I'm afraid TORCS Adaptive only has a Windows build.
The game should perform well on most machines, however with too many AI drivers in a race you might experience some drops in FPS. I'm also interested to see how the game performs on various different machines and hardware, so some feedback on this would be much appreciated!
The most recent release of TORCS Adaptive can be found here:
You may also need to install Visual Studio 2013 redistributables, which can be found here:
If you wish to help me out with my research, my short 2 minute survey can be found here:
Thanks for your time!

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