Procedurally Generated Rally Stages - Demo Pack #1 (v.02)
(I did a doh and submitted instead of preview, please hang on as I add updates!) All done now, enjoy!
Over the past few months I've been working on a program that procedurally generates rally stages (or touge roads, hillclimbs, etc) in a nature environment, without requiring any work to be done by hand, other than configuring the location and stage settings!
It's now time for me to show what I've been working on, and to share what I hope to do with it in the future. You'll also find downloads for 2 stages, a Monaco-like tarmac stage and a gravel stage set in a summer forest.
These stages do come with custom codriver note files, but I'm keeping the codriver app I made for this only to the league for now, as they're quite experimental and not necessary to explore the stages!
League, Project & Development Blog Website: https://holymooses.com/PRL/
The 'Procedural Rally League' (PRL)
During the development phase of this program, I'm running a DiRT Rally-style type of 'league' in Assetto Corsa using 100% procedurally generated stages in various locations, to test out new stages and get live feedback on new features, and to have some fun! You get 1 week to do your runs on the stages, you can do them at any time you want, with anyone you want (you could for example co-drive through spectating on the server).
If you wish to join in on the rallying, join our discord!
Media
Installation Instructions
Open up your Assetto Corsa Steam directory, go into content/tracks/ and extract the 2 stage folders into there. Then you'll be ready to go!
In the game, the stages are called "PRG Demo Stage 1/2 (v.0.2)", with both a forward and reverse layout!
Generator & Stage Information/Answers
I have to thank all of league crew who have run the league (in private) for the past few weeks, testing the stages, servers, website and more in preparation for a proper public league.
Also extra thanks to those who have donated so far and to those who are considering doing it. The money has partially gone to a buffer to host servers for a number of months, and to purchasing resources for the project.
I also have to thank LilSki for vegetation texture contributions which have helped immensely with creating new locations and keeping motivation going for me.
RedHawk's texture pack is also widely used in the program's locations so far, so major thanks to them for releasing a big pack of vegetation textures publicly!
Usage/Sharing Notes
You may not re-host these stages without my explicit written permission (PM me and we can discuss), otherwise you are only allowed to link to this thread, or to my website.
I reserve the right to reject given re-hosting permission at any time if I feel you are not sharing my work fairly (such as charging for it, or using advertisements directly linked to downloads (examples: fake download button ads, AdFly and similar webpages)).
Over the past few months I've been working on a program that procedurally generates rally stages (or touge roads, hillclimbs, etc) in a nature environment, without requiring any work to be done by hand, other than configuring the location and stage settings!
It's now time for me to show what I've been working on, and to share what I hope to do with it in the future. You'll also find downloads for 2 stages, a Monaco-like tarmac stage and a gravel stage set in a summer forest.
These stages do come with custom codriver note files, but I'm keeping the codriver app I made for this only to the league for now, as they're quite experimental and not necessary to explore the stages!
League, Project & Development Blog Website: https://holymooses.com/PRL/
The 'Procedural Rally League' (PRL)
During the development phase of this program, I'm running a DiRT Rally-style type of 'league' in Assetto Corsa using 100% procedurally generated stages in various locations, to test out new stages and get live feedback on new features, and to have some fun! You get 1 week to do your runs on the stages, you can do them at any time you want, with anyone you want (you could for example co-drive through spectating on the server).
If you wish to join in on the rallying, join our discord!
Media
Installation Instructions
Open up your Assetto Corsa Steam directory, go into content/tracks/ and extract the 2 stage folders into there. Then you'll be ready to go!
In the game, the stages are called "PRG Demo Stage 1/2 (v.0.2)", with both a forward and reverse layout!
Generator & Stage Information/Answers
- When will the program/generator be released?
I can't release the program at the moment due to a number of reasons (unfinished, no UI, licensing issues, and more). I hope for it to be released one day in the not too far future, but it depends on my other life plans and situation. - Will the stages look & feel better in the future?
Yes. The development I've done so far has been 95% making it work fast, efficiently, be extremely flexible and not-limited in any aspect. I haven't had the time or resources to actually try to recreate real life locations yet - my work has been focusing on making a solid foundation for a program that in theory should be able to decently recreate any real life location given the resources and configuration effort. - Why only Assetto Corsa/when do we get released for other games & sims?
Assetto Corsa has been the main testing platform for me as it's very easy to mod, and I have the game. The program is capable of exporting directly into Assetto's format as well, which is a plus for me during development.
The program is meant to work for any moddable sim/game however. Everything inside the program is made to work directly with FBX, meaning that essentially any game should be able to run the stages (there are no game-specific features in the core of the program, only in the exporter).
If you have any knowledge regarding track formats for other sims, please get in touch with me! Specifically RBR is the sim I'm looking forward to mod the most, but I don't have time to figure out their track format. - How can I contribute or help with the project?
If you're a track (not specifically rally) creator, 3D artist/modeler, 2D artist/texture creator, photographer, or alike - any resources that you own you can "donate" to the project. Credits will be given of course, and if this project was to go commercial we'd obviously discuss that in private first to create a solution for your contributed assets in the final product.
Resources such as textures, models and track-making tips is something I lack! I've never actually made a stage or track before, only through this program, and finding good resources is really hard.
You can also donate to me directly through PayPal if you wish to support my projects, you can find the link on the projects website. - Technical information about the software
The program is written in C++ from the ground up. I've built differenet "components" of the program to essentially work as a general track editing software, except without any user interface. The program uses FastNoiseSIMD for noise generation (used for essentially everything in this program), DearImgui (UI in progress!), TinySpline (C-library used to generated the B-splines that the road is shaped from), GLFW for window & OpenGL context creation for 3D track preview.
The software is technically cross-platform, but I haven't gotten around to compiling it for Linux or MacOS yet. The generator is also not GPU accelerated, as I'm building it CPU only at first. However, there's a lot of parts of it that could use GPU acceleration, so there's a good chance it comes in the future.
The program generates stages rather quickly, a full 8km stage + export to Assetto Corsa takes approximately 30-60 seconds (depending on the location) on a 4-core (all core's utilized for most of the application) i5 4690K (not OC), and a standard HDD. The export process is a good chunk of that time, texture processing being the biggest time thief.
I have to thank all of league crew who have run the league (in private) for the past few weeks, testing the stages, servers, website and more in preparation for a proper public league.
Also extra thanks to those who have donated so far and to those who are considering doing it. The money has partially gone to a buffer to host servers for a number of months, and to purchasing resources for the project.
I also have to thank LilSki for vegetation texture contributions which have helped immensely with creating new locations and keeping motivation going for me.
RedHawk's texture pack is also widely used in the program's locations so far, so major thanks to them for releasing a big pack of vegetation textures publicly!
Usage/Sharing Notes
You may not re-host these stages without my explicit written permission (PM me and we can discuss), otherwise you are only allowed to link to this thread, or to my website.
I reserve the right to reject given re-hosting permission at any time if I feel you are not sharing my work fairly (such as charging for it, or using advertisements directly linked to downloads (examples: fake download button ads, AdFly and similar webpages)).