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From: Henri K. <hen...@go...> - 2014-03-30 13:59:23
|
Hi all, I'm an undergraduate games computing student at the University of Lincoln, UK. My third year project has been focussed around developing a real-time procedural track generation modification for TORCS, 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, and some opinions of the user-base of TORCS. 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. You can play with a single driver to see what things are all about, and if you look for robots with 'proc' in their name, these have been modified to work with procedurally generated tracks. Currently, I'm afraid TORCS Adaptive only has a Windows build. 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 Finally, all source code for the project is publicly available on GitHub for anyone that may be interested (you'll find most of the bespoke code for the procedural library under src/libs/procedural/, and headers within the export/include/procedural/ folder, and the performance measurement library in the perfMeasurement/ directories): https://github.com/hkeeble/torcs-adaptive Thanks for your time! Best, Henri |