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Racer
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CategoryRacing Games, Simulation Games, Car Simulations
OSLinux Mac Windows
GamemodesSingleplayer
SummaryA free cross-platform car simulation project.
Description

Racer uses professional car physics to achieve a realistic feeling and an excellent render engine for graphical realism. Cars, tracks and such can be created relatively easy (compared to other, more closed, driving simulations). The 3D, physics and other file formats are documented. Editors and support programs are also available to get a very customizable and expandable simulator. OpenGL is used for rendering.


  • It’s totally free (for
    non-commercial use)

  • Available for multiple platforms; Windows
    2000/XP (95/98/ME may work but have some trouble with fonts), Linux
    and Mac OS X.

  • 6 DOF chassis movement (the car can move around freely);
    around 15 DOFs in a total car (wheels/engine/clutch etc).

  • Uses motion formulae from actual engineering
    documents from SAE for example.

  • Incredible flexibility; almost
    everything is customizable through ASCII files.

  • Commercial-quality rendering engine
    (with smoke, skidmarks, sparks, sun, flares, vertex-color lit tracks).

  • Support for Matlab (log files can be converted into Matlab format for further analysis & processing).

  • Support for Matrox’ Surround Gaming. See the corresponding
    page on Matrox’ site.

  • Lots of addon cars and tracks available
    on the web (over 100 tracks & cars).

  • Easy integration of your own
    cars and tracks that you create in ZModeler,
    3D Studio Max(tm), Maya etc.

  • At least 15 degrees of freedom for a regular car (6 DOF for
    the car body, 1 for each wheel’s vertical motion and 1 for each wheel spinning,
    and 1 for the engine, several more for the driveline). Depending actually
    on how many wheels you put on the car.

  • Real-time internal clock; no physical dependency on framerate.
    Controller updates are also done independently of the framerate.

  • Not limited to 4 wheels; anything from 2 to 8 wheel
    vehicles are currently supported (but mostly untested, and some problems with
    hardcoded differentials for example may exist (v0.5.0)).

  • Not much constraints on the track data; surface info
    is taken from polygon data (VRML tracks), and splines are used to smooth out
    the track surface (polygons are too harsh for driving on just like that).

  • Tools to modify the cars &
    tracks are freely available on this site (though some external utilities
    like 3D Studio Max are recommended for best results).
ScreenshotRacer Racer
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Visitor's RatingOOOOO | 3 votes | Avg. Rating: 5 |
 

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