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TORCS Adaptive

TORCS Adaptive is a work-in-progress modification to The Open Source Racing Car Simulator (TORCS). It is a final year undergraduate project currently being carried out at the University of Lincoln - UK. The modification has fully functional procedural track generation within the TORCS engine, though some track parameters are omitted and it could do with some visual improvements (terrain, for example).

Features

  • Procedural Track Generation
  • Player and AI Driver performance measurement library.
  • Race Line Evaluation performance evaluator.
  • A procedural pathfinder, adapted from the pathfinder included with the Berniw robot distributed with TORCS.
  • Three AI Drivers that make use of the procedural pathfinder.
  • Able to save/reload procedurally generated tracks.

Possible Improvements

The following is a list of possible improvements to the current build of TORCS Adaptive.

  • Improved track segment parameters (e.g, elevation, banking, sharper corners).
  • Terrain Generation for procedural tracks.
  • Object/Scenery Generation for procedural tracks.

Building

To Build TORCS Adaptive, you'll need Visual Studio C++ 2012 or 2013 (if you're using 2013, you'll also need a copy of the MSVC11.0 compiler installed, as this is what TORCS Adaptive compiles with).

Once you've downloaded a copy of the source, run setup.bat to set up a runtime environment and copy all necessary data files for either a release or debug build. Afterwards, open up Visual Studio and you will be able to build.

Documentation

TORCS Adaptive uses DoxyGen to generate documentation for the procedural and performance measurement libraries. This documentation is maintained within this git repository, and thus you will receive a copy of it with the source. In order to view it, open doc/index.html. To set up integration with Visual Studio, go to Tools > External Tools... and select View Documentation. Change the command to point to the executable of your favourite browser. Then go to Tools > View Documentation to open the documentation.

In order to generate new versions of the documentation yourself, you'll first need to download [DoxyGen] (http://www.stack.nl/~dimitri/doxygen/). Afterwards, open up the Visual Studio solution and go to Tools > External Tools... and select Generate Documentation. Change the command to point to the executable of DoxyGen. Then, select Tools > Generate Documentation to generate a new version of the documentation.

Releases

  • v0.5 Pre-Release: This pre-release shows most of the TORCS Adaptive features having been implemented.

Links and other Information

TORCS can be found at: http://torcs.sourceforge.net/

torcs-adaptive is inspired by previous work, including the existing evolutionary track-generator for TORCS:http://trackgen.pierlucalanzi.net/index.php

More information can be found on the developer's personal blog: http://hk-gamedev.blogspot.co.uk/search/label/TORCS

About

A TORCS modification with real-time procedural track generation, a player performance measurement library, and adaptive difficulty track generation.

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