Interactive Track Generation for TORCS and SpeedDreams at http://trackgen.pierlucalanzi.net

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Pier Luca Lanzi

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Oct 25, 2011, 12:56:10 PM10/25/11
to cig...@googlegroups.com
We are glad to announce that the TORCS Track Generator has been updated
based on the feedback we received in the last two weeks.

The Interactive Track Generator (http://trackgen.pierlucalanzi.net) has been
modified to fully support SpeedDreams.

In addition,

- The snow scenario now includes improved texture for snow so that
  mountain-snow tracks now have snow and ice roads instead of tarmac
- XML local info section has been added to the tracks for improved
  weather simulation/rendering in SpeedDreams
- The texture for the raised snow behind cars has been added
  (visible only with SpeedDreams)
- Friction and rolling values have been updated to be coherent with
   existing SpeedDreams/TORCS tracks
- The display of evolved tracks in the SpeedDreams menu has been
  improved
- Minor bugs (skidding noise) have been fixed

Finally, we have a twitter account! If you want to stay updated with
the freshly evolved tracks follow us on twitter!

http://twitter.com/#!/POLIMIVGR

For more details check the following papers:


Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi: Interactive evolution

for the procedural generation of tracks in a high-end racing game.
GECCO 2011: 395-402 http://trackgen.pierlucalanzi.net/gecco2011trackgen.pdf

Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi: Automatic Track

Generation for High-End Racing Games Using Evolutionary Computation.
IEEE Transactions on Computational Intelligence and AI in Games 3(3)
http://ieeexplore.ieee.org/xpl/tocresult.jsp?isnumber=6017217


An early version is also available at:

http://trackgen.pierlucalanzi.net/trackgen2010.pdf


For additional information and suggestions, please email

trac...@pierlucalanzi.net


Luigi, Pier Luca and Daniele

Politecnico di Milano
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