TORCS Adaptive

Henri Keeble <[email protected]> Sun, 30 Mar 2014 14:59:16 +0100
Newsgroups gmane.games.torcs.general
Message-ID <CAHFzoyvibUHSpN=FZ-NFopyCzbnjvLUgXQN3i8RSgwjY5tXWuA@mail.gmail.com>
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

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