30 lines
1.4 KiB
Text
30 lines
1.4 KiB
Text
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TORCS Project History
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TORCS started 1997 and was called RCS (Racing Car Simulator). In the beginning
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it was a 2D simulator. Later Eric and Christophe bought a 3DFX graphics card and
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created a 3D version with OpenGL. The RARS project was very important at this
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time as reference. This version was called ORCS (Open Racing Car Simulator)
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because RCS was already known in the Unix world (Revision Control System).
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In the first versions the cars did not have engines and just rolled downhill
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(soap box derby simulator), there where as well no textures on the cars at this
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time.
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As next step the cars got engines, engine sound and were able to drive on flat
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and elevated tracks. Another name change happend at this time, ORCS was
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not related enough to cars, so the new name become TORCS (from torque??).
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Christophe made the first camera following the cars from the side of the track,
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and it was very nice how the cars were coming out of the haze (the haze
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was very near for a good frame rate).
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Another important event was when Eric found out that the forces were not
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computed in the correct frame of reference (car local instead of global) and was
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able to resolve a related car steering problem (steering back at the end of the
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turns was necessary).
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Later Christophe added multitexturing, this was a big step. Generally he created
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a lot of the original graphic code, and Eric converted it into the final
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"product".
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