Monday 18 November 2013

TORCS Adaptive

For my final year project at the University of Lincoln, I am currently modifying TORCS (The Open Source Racing Car Simulator) to generate tracks at runtime. It is then intended that these tracks will adapt to the skill of the player, depending on several performance measures. The project is currently in it's very early stages, but some simple run-time track generation has been implemented alongside some telemetric functionality, though these values are not yet used in any kind of performance measure. The following videos show some of the current features.


This video shows telemetry printing data to the console at runtime about the current car. The car here is one of the 'robots' that come with TORCS, which are compiled AI drivers written in C++.


This video shows a single track segment that has been generated completely at runtime. TORCS stores all of it's 3D models, including tracks, in AC3D files. Here, a segment has been generated at runtime and an AC3D file generated for it all during the runtime of the application. The next step is to find a way to update the existing AC3D file with new segment data each time a new segment is added.

The project's Github page can be found here, and more information can be found on it's wiki.

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