Jump to content
  • Advertisement
Sign in to follow this  
Henri Keeble

Procedural and Adaptive Racing Tracks

This topic is 2020 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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: https://github.com/hkeeble/torcs-adaptive/releases/tag/v1.0
You may also need to install Visual Studio 2013 redistributables, which can be found here: http://www.microsoft.com/en-gb/download/details.aspx?id=40784
If you wish to help me out with my research, my short 2 minute survey can be found here: https://www.surveymonkey.com/s/VMCC2VK
Thanks for your time!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!