Current main streams of development ?
Annick et Jean-Philippe <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Hello, guys.
I discovered Torcs some few weeks ago, and feel very enthusiastic with it.
Really impressive job !
As a quite "experienced" developper in real-time/non real-time simulation
(but not at all in gaming simulation, nor in 3D vizualization),
I would like to contribute, as much as I can afford from my limited free time ...
Is some of you able/willing to sum-up for me the current main streams
of development in Torcs, in order for me to help if desired,
and not to work seprately on something already current ?
I personnaly have some ideas, like :
- multi-threading, to increase frame rate on multi-core processors,
(what's up with SDL switch ? is it ready ?)
- better (;-) support for joysticks/pads buttons, 8-ways controls,
in Torcs configuration screens and during racing
(be able no to touch the keyboard)
- better support for "wheel-gear-pedals" input devices :
* non automatic clutch
* grid gear changing
- separate human player configuration data (name, controls, ...)
from the choice of a special car : in other words, when configuring
a race, choose separatly a human player and a car
- quick race : be able to save multiple race configurations
(my particular concern is to be able to race against the same set
of robots, but changing easily the car for everyone, as an example).
Thanks in advance.
Jean-Philippe.
France.
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