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The current main developers of TORCS are Bernhard Wymann (project leader), Christos Dimitrakakis (simulation, sound, AI) and Andrew Sumner (graphics, tracks). Aside from bugfixes and maintenance of TORCS code, the next features planned include network multiplayer mode, improved physics engine, enhanced car interior detail, and replays.
Looking around online, the open source Vamos Automotive Simulator performed much better, although the graphics and features were minimal. Building around Vamos, using code adapted from his earlier 3D engine experiments, Joe created the first version of VDrift. So far, every release has been a testing/development quality release.
Live for Speed (LFS) is a racing simulator developed by a three-person team comprising Scawen Roberts, Eric Bailey, and Victor van Vlaardingen with its latest release in 2024. The main focus is to provide a realistic racing experience for the online multiplayer game and to allow single player races against AI cars.
Jann Mardenborough, a sim racer, became a professional Nissan racing driver by playing Gran Turismo. [1] [2] [3]Simulated racing or racing simulation, commonly known as simply sim racing, are the collective terms for racing game software that attempts to accurately simulate auto racing, complete with real-world variables such as fuel usage, damage, tire wear and grip, and suspension settings. [4]
AirSim (Aerial Informatics and Robotics Simulation) is an open-source, cross platform simulator for drones, ground vehicles such as cars and various other objects, built on Epic Games’ proprietary Unreal Engine 4 as a platform for AI research. [2]
Turbo Dismount is a 2014 action vehicle simulator video game developed and published by Finnish developer Secret Exit Ltd. for iOS, Android, macOS and Microsoft Windows.The game was first unveiled at GDC 2013 and was released in early access the following year on January 10, 2014, and remained in early access until fully releasing on Steam in May 2014.
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The three main elements of car audio are intake, exhaust, and internal engine sounds. Recorded samples of those elements are implemented in-game by methods such as granular synthesis, loop-based modelling, or physical modeling. Tire sounds modulate loop samples or pitch based on slip angle and deformation to let the player know the limit of ...
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