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AIRacingGame

Targets

  • -points based on damage to car
  • wall physics

To Server

  • In Rust
  • Json message with code + username
  • Request leaderboard

To Client

  • Message with current pos, orientation and speed + timestamp

Scripting Language

  • Python as basis
  • User makes a function which given the environment says what the car should be doing
  • Environment = {the whole map, velocity of car}
  • Output = {acceleration value (fractional - how much the pedal is down), intended angle, turning speed}
  • values important to the car
  • possible target volicity
  • Drift? bad thing
  • Gears?

Time Plan

  • River

  • Finish the work on Exec Environment

  • Treat car as a rectangle as opposed to a point

  • Work out how the acceleration curves for the car should work (turb vs not)

  • Come up with a more complex damage system for the car

  • Research into gears and Drifting

  • Beth

  • Get initial implementation of leader board done

  • add in network mesh to leaderboard

  • Add in scene transitions

  • Add in way of visualising lap finish/crash

  • Work out how the FE wants to receive the racetrack

  • Max

  • Finish coding + Merge the python scripting language branch with the main branch

  • Add functionality on server side to send out the racetrack

  • Do a terrible initial example of a racecar AI to demonstrate it working

  • Luca

  • Finish off the server facing bit of the front end

  • Help beth with the server facing part of the client

  • General Front end

  • Improve visuals : make the car not a sphere + add skins for car?

  • Market research

  • General Back End

  • Do docs for scripting language

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