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From: Remi C. <Rem...@im...> - 2001-05-23 14:29:04
|
Eric Espie wrote: > > Hi all, > > I just put a pre-version of TORCS on sourceforge > > ftp://torcs.sourceforge.net/pub/torcs/torcs-1.0.0-pre5.tar.bz2 > or > ftp://torcs.sourceforge.net/pub/torcs/torcs-1.0.0-pre5.tgz > Hi, Good news: I now have a stable working OpenGL environment at home (Mandrake 8.0 (XFree 4.0.3) / GeForce2 Pro GTS 64 Mb / Celeron 400 MHz : 150-200 fps on average with TORCS !). One of the main reasons I stopped working with TORCS is that my old ATI Rage Pro with Utah-GLX drivers crashed my machine badly all the time. I can now have fun again with it and am motivated to participate in the development. I think it would be necessary to set-up a CVS repository at sourceforge. It would make cooperative work much easier. Especially since the TORCS source is growing really big and I have a 33.6 kbit/s modem at home. I think that if you give me developer rights for the project (my handle at sourceforge is rcoulom), then I would be able to do this myself. It might require a little bit of thinking before we settle on a directory structure. Just let me know what you think. Remi |
|
From: Chris W. <chr...@nt...> - 2001-04-12 22:34:41
|
Differentials that sounds like fun. Any update on a Win32 version to try out? Chris ----- Original Message ----- From: Eric Espie <Eri...@to...> To: <tor...@li...> Sent: Thursday, April 12, 2001 9:38 PM Subject: Re: [Torcs-devel] Racer and other links > Remi Coulom wrote: > > > > Hi, > > > > I have updated the RARS web site with new links > > (http://rars.sourceforge.net). In particular, check Racer, a new car > > simulator I had never heard about. There is some very interesting > > technical information on its site. Probably it is of more interest for > > TORCS development than RARS. I did not manage to get the program to run > > on my machine though. Graphics look really great. > > yes specially the cars... if someone wants to contribute > I would be glad to add better car models in TORCS. > > > > > Remi > > > > _______________________________________________ > > Torcs-devel mailing list > > Tor...@li... > > http://lists.sourceforge.net/lists/listinfo/torcs-devel > > A pre-version of the 1.0 version of TORCS is available > in the FTP section of the sourceforge prject page. > ftp://torcs.sourceforge.net/pub/torcs/torcs-1.0.0-pre3.tar.bz2 > and > ftp://torcs.sourceforge.net/pub/torcs/plib-20010324.tar.bz2 > (this PLIB version is TORCS compliant...) > > You can have slow frame-rates on e-track-3 with a lot of cars. > > I am working now on the differentials (free and limited slip) > and the tires simulation. > > Eric. > -- > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > TORCS > The Open Racing Car Simulator > http://torcs.org > =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= > > _______________________________________________ > Torcs-devel mailing list > Tor...@li... > http://lists.sourceforge.net/lists/listinfo/torcs-devel > |
|
From: Eric E. <Eri...@to...> - 2001-04-12 20:36:45
|
Remi Coulom wrote: > > Hi, > > I have updated the RARS web site with new links > (http://rars.sourceforge.net). In particular, check Racer, a new car > simulator I had never heard about. There is some very interesting > technical information on its site. Probably it is of more interest for > TORCS development than RARS. I did not manage to get the program to run > on my machine though. Graphics look really great. yes specially the cars... if someone wants to contribute I would be glad to add better car models in TORCS. > > Remi > > _______________________________________________ > Torcs-devel mailing list > Tor...@li... > http://lists.sourceforge.net/lists/listinfo/torcs-devel A pre-version of the 1.0 version of TORCS is available in the FTP section of the sourceforge prject page. ftp://torcs.sourceforge.net/pub/torcs/torcs-1.0.0-pre3.tar.bz2 and ftp://torcs.sourceforge.net/pub/torcs/plib-20010324.tar.bz2 (this PLIB version is TORCS compliant...) You can have slow frame-rates on e-track-3 with a lot of cars. I am working now on the differentials (free and limited slip) and the tires simulation. Eric. -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |
|
From: Remi C. <Rem...@im...> - 2001-04-12 11:19:12
|
Hi, I have updated the RARS web site with new links (http://rars.sourceforge.net). In particular, check Racer, a new car simulator I had never heard about. There is some very interesting technical information on its site. Probably it is of more interest for TORCS development than RARS. I did not manage to get the program to run on my machine though. Graphics look really great. Remi |
|
From: Chris W. <chr...@nt...> - 2001-02-26 00:21:57
|
Hi There Any news on the Win32 version? Chris |
|
From: Eric E. <Eri...@fr...> - 2000-05-14 19:37:19
|
Hello, In the search of game libraries to use for TORCS, I have found PLIB. Even if I do not use it a lot now, I have planned to use PLIB for the scenery (the ssg and sg parts are matching my needs). I use it for sound currently. I am not satisfied with the sound quality, but I can play the engine sound with a pitch varying with the engine rpm. Then I should have to limit the number of dependencies because it becomes a real pain to download a lot of stuff for a game. So as GLUT was needed by PLIB, I choose to use it for the display. If you use Mesa, GLUT is included. I should have a look on SDL again, but it was not in my plan to change now, TORCS is missing a lot of features... Eric. ps: I posted the reply to the torcs-devel mailing list also, so if members want to add comments, they're welcome. Simone Contini wrote: > > Hello! > > why you don't use SDL intead of GLUT? I can help you! > > bye > > Simone Contini > Game & Tool Programmer > Florence - Italy > > Email: s.c...@fo... > WWW: http://scontini.monrif.net/3dfx4ever/index.html > http://scontini.monrif.net/ > > ICQ # : 25879128 |
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From: Eric E. <Eri...@fr...> - 2000-04-18 21:16:06
|
Hi all, I am currently working on the pit stops. The mechanism is partly working (only refuel now), and only the human player is able to stop for refueling. I am thinking about a new idea related to the pit stop strategy. I'd like to introduce team managers as separate entities, able to manage multiple drivers and allowed to send orders and receive status from the robots. This approach have multiple advantages: - separate the strategy code of the pure driving code. - allowing team strategy instead of only robot one. - allowing interactivity. A default team manager will be provided in order to allow robots without specific team manager. I have planned to create a console in TORCS, this will allow to send orders to the team managers in order to modify the strategy of the robots for example. Comments are welcome. Eric Espie. |