FAQ Page2018-03-30T11:18:11+02:00
Surface detection explained (For trackmakers)2021-03-05T13:55:36+01:00

GeneRacing – Surfaces will be detected in 2 different ways:

  1. Detection for surface will be defined on an object. A stone, an ice-plate, a curb (as an object), a tyre or whatever could have custom “surface parameters”
  2. The affected pixel-color will be defined by a special surface parameters

Both ways in detail:

1. Object surfaces

Every object can hold a custom configuration of surface parameters which effect the car directly if a collission between those are detected. Therefore its possible to give every object an different surface behaviour, which is at the moment not open or configurable.

2. Pixel detection

To enable the maximum of compatibility for textures, we decided to use pixel detection instead of layer-detection for the first. Its possible to integrate texture-layer detection too, its prepared but not used yet. To enable a usage of external textures, like photoshop drawned textures, its the suitable way of doing.

How does it work?

Every frame the car will check, if its on ground, the existing texture on the surface, read the pixels around the center point and store it for a further process.
Depending on the texture resolution the area for detection is slightly different because of an other detail grade.

The car receive now, each frame, following info:

1st: the center pixel color
2nd: all surrounding pixels, to ensure a stability of color and avoid pixel spots
3rd: the average color of all detected pixels

The result is a RGB-Color for the average of all detected colors in Format: RGB(0,0,0,0) which results in the format: RGB(red,green,blue,alpha).

This average color will be compared now with a pre-defined list of colors, which is:

//grey
Color(38 / 255f, 38 / 255f, 38 / 255f, 255);
Color(124 / 255f, 124 / 255f, 124 / 255f, 255);
Color(185 / 255f, 185 / 255f, 185 / 255f, 255); //#B9B9B9FF
Color(224 / 255f, 224 / 255f, 224 / 255f, 255); //E0E0E0FF
Color(230 / 255f, 230 / 255f, 230 / 255f, 255);
Color(73 / 255f, 74 / 255f, 83 / 255f, 255); //rgb(73, 74, 83) / 494A53FF
//black
Color(0 / 255f, 0 / 255f, 0 / 255f, 255);
Color(8 / 255f, 8 / 255f, 8 / 255f, 255);
Color(16 / 255f, 16 / 255f, 16 / 255f, 255); //101010FF
//white
Color(248 / 255f, 248 / 255f, 248 / 255f, 255); //F8F8F8FF
Color(255 / 255f, 255 / 255f, 255 / 255f, 255);
//green
Color(200 / 255f, 255 / 255f, 200 / 255f, 255);
Color(0 / 255f, 255 / 255f, 0 / 255f, 255);
Color(0 / 255f, 102 / 255f, 0 / 255f, 255);
Color(89 / 255f, 119 / 255f, 29 / 255f, 255);
Color(95 / 255f, 134 / 255f, 43 / 255f, 255);
Color(130 / 255f, 159 / 255f, 68 / 255f, 255); //#829F44FF
//SandGrass
Color(190 / 255f, 200 / 255f, 128 / 255f, 255);
//Sand
Color(230 / 255f, 223 / 255f, 203 / 255f, 255);
Color(197 / 255f, 180 / 255f, 135 / 255f, 255); //#C5B487FF
Color(222 / 255f, 212 / 255f, 186 / 255f, 255); //#ded4ba
Color(149 / 255f, 140 / 255f, 100 / 255f, 255); //#958c64
Color(200 / 255f, 158 / 255f, 121 / 255f, 255); //#C89E79FF – rgb(200, 158, 121)
Color(236 / 255f, 208 / 255f, 169 / 255f, 255); //ECD0A9FF
Color(218 / 255f, 188 / 255f, 149 / 255f, 255); //DABC95FF
//Snow
Color(251 / 255f, 251 / 255f, 251 / 255f, 255); //FBFBFBFF
Color(251 / 255f, 251 / 255f, 251 / 255f, 255);
Color(255 / 255f, 250 / 255f, 250 / 255f, 255);
Color(222 / 255f, 212 / 255f, 186 / 255f, 255);
Color(225 / 255f, 224 / 255f, 241 / 255f, 255); //rgb(225, 224, 241)
Color(236 / 255f, 235 / 255f, 253 / 255f, 255); //rgb(236, 235, 253) ECEBFDFF
Color(246 / 255f, 246 / 255f, 254 / 255f, 255); //F6F6FEFF
//curbs – red
Color(184 / 255f, 71 / 255f, 77 / 255f, 255);
Color(255 / 255f, 0 / 255f, 0 / 255f, 255);
Color(225 / 255f, 112 / 255f, 77 / 255f, 255);
Color(225 / 255f, 0/ 255f, 0/ 255f, 255); //pure red, #E10000FF
//yellow
Color(236 / 255f, 238 / 255f, 76 / 255f, 255); //#ECEE4CFF

The clostest average color to this list, is the result and will be taken place for the stored surface parameters behind.

Surface Parameters:

At the moment, the physics values could be adjusted with modifiers at runtime while detection the current surface under the car.

The existing parameters are:

steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1f;

Every main-color, from the list, and every object could have a different parameter-set to adjust the physics to a more realistic behaviour.

Status: 05.03.2021 / Version: 0.0.7j

Current surface parameters

Curb
steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1.05f;
lateralFrictionMultiplier = 1.3f;

Sand
steeringMultiplier = 0.8f;
accelerationMultiplier = 0.2f;
speedMultiplier = 0.8f;
forwardFrictionMultiplier = 0.4f;
lateralFrictionMultiplier = 0.4f;

Grass
steeringMultiplier = 0.8f;
accelerationMultiplier = 0.7f;
speedMultiplier = 0.8f;
forwardFrictionMultiplier = 0.5f;
lateralFrictionMultiplier = 0.5f;

Tarmac
steeringMultiplier = 1.1f;
accelerationMultiplier = 1.1f;
speedMultiplier = 1.1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1.1f;

Bright Tarmac
steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1f;

White
steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1f;

Yellow
steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1f;

Oil
steeringMultiplier = 1.5f;
accelerationMultiplier = 0.3f;
speedMultiplier = 0.2f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1.4f;

Snow
steeringMultiplier = 0.8f;
accelerationMultiplier = 0.5f;
speedMultiplier = 0.5f;
forwardFrictionMultiplier = 0.8f;
lateralFrictionMultiplier = 0.2f;

default:
steeringMultiplier = 1f;
accelerationMultiplier = 1f;
speedMultiplier = 1f;
forwardFrictionMultiplier = 1f;
lateralFrictionMultiplier = 1f;

Trackfile elements (*.grt) explained2021-02-21T19:46:15+01:00

For a better understand of the file format structure here are the infos of the content:

<GeneRacingTrackInfos>
The first root element of our XML structure defines the GeneRacingTrackInfos, this element is static and must not be changed.
<Trackname>trackname</Trackname>

The second element of the structure is the definition of the trackname without an extension. To avoid case-sensitiv problems, every trackfilename must be written in lowcase.
This trackname also describes the names for the texture map and the heightmap.

<TrackVersion>0.1</TrackVersion>

The trackversion number to identify different versions. This version is currently not used, but placed for a later usage.

<TrackPart>1/1</TrackPart>

The trackpart number describes connecting terrains for a later usage, and aren´t used at the moment.

<TrackTime>0.5</TrackTime>

The tracktime gives the default value for the starting time of the track, which can be overruled by the host at any time. Values between 0 and 1 are possible, 0.5 stands for noon.

<CamDefaultAngle>45</CamDefaultAngle>

The camera default angle describes the ingame camera angle if the game starts and will be stored as default angle for the F3 key, so it will be set the camera back to this angle value.
Its the euler angle in degrees of the camera.

<CamDefaultRotation>0</CamDefaultRotation>

The camera default rotation describes the ingame camera rotation if the game starts and will be stored as default rotation for the F3 key, so it will be set the camera back to this rotation value.
Its the euler rotation in degrees of the camera.

<CamDefaultZoom>50</CamDefaultZoom>

The camera default zoom describes the ingame camera zoom if the game starts and will be stored as default zoom for the F3 key, so it will be set the camera back to this rotation value.
This zoom value is possible between 5 (close) and 169 (far).

<TrackSize>310</TrackSize>

The tracksize values describe the relation between the world to scale the world and all related objects in it.
This tracksize values are possible between 10 and 510.

<WaterLevel>50</WaterLevel>

Depending on the choosen tracksize the waterlevel value will be used to set the level of the water plane.
In a smaller world (255-510) the waterplane is adjusted in a lower range, in a bigger world (10-255) the waterlevel is adjusted in a higher range.

<TexturePath>Trackname.png</TexturePath>

The texturepath describes primarly the name of the texture image and is prepared for a later usage of cloud-pathes/addresses.

<TextureWidth>2048</TextureWidth>

To got the information without reading or opening the texture image the resolution will be stored in texturewidth value.

<TextureHeight>2048</TextureHeight>

To got the information without reading or opening the texture image the resolution will be stored in textureheight value.

<HeightmapPath>Trackname_heightmap.png</HeightmapPath>

The heightmappath describes primarly the name of the heightmap image and is prepared for a later usage of cloud-pathes/addresses.

<HeightmapWidth>2049</HeightmapWidth>

To got the information without reading or opening the heightmap image the resolution will be stored in heightmapwidth value.

<HeightmapHeight>2049</HeightmapHeight>

To got the information without reading or opening the heightmap image the resolution will be stored in heightmapheight value.

<LampObjects>0</LampObjects>

Gives information about the count of lamp objects on this track for quality settings, lower qualitys settings, etc.

<PitCrewObjects>0</PitCrewObjects>

Gives information and overview about the count of PitCrew objects on this track.

<CheckPointsObjects>0</CheckPointsObjects>

Gives information and overview about the count of CheckPoint objects on this track.

<TrackObjects>0</TrackObjects>

Gives information and overview about the count of other Trackobjects objects on this track.

-<PitCrewObjectList>

This is the next element of the structure and holds all PitEntry elements.

-<PitEntry>

A pitentry element holds the important information for every PitCrew object on the track.

<id>0</id>

The consecutive number of PitCrew objects, sorted by placement

<X>150</X>

The x-coordinate value on the track

<Y>0</Y>

The y-coordinate value on the track

<Z>150</Z>

The z-coordinate value on the track

<RotationY>0</RotationY>

The y-rotation value on the track

<ScaleModifierX>0</ScaleModifierX>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.

<ScaleModifierY>0</ScaleModifierY>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.

<ScaleModifierZ>0</ScaleModifierZ>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.

</PitEntry>

</PitCrewObjectList>

-<CheckPointsObjectsList>

This is the next element of the structure and holds all Checkpoint object elements.

-<CPEntry>

<id>0</id>

The consecutive number of CheckPoint objects, sorted by placement

<X0>2</X0>

The first X-coordinate of the Checkpoint

<Z0>5</Z0>

The first Z-coordinate of the Checkpoint

<X1>126</X1>

The second X-coordinate of the CheckPoint

<Z1>5</Z1>

The second Z-coordinate of the CheckPoint

<Y>512</Y>

The y-height of the CheckPoint

</CPEntry>

-<TrackObjectList>

This is the next element of the structure and holds all other trackobject elements.

-<TOEntry>

<id>0</id>

The consecutive number of CheckPoint objects, sorted by placement

<Class>SpawnPoint</Class>

The class describes the kind of the trackobject, which are following the existing objectlist to assign the object to the correct ingame object for spawning.

<X>269</X>

The x-coordinate value on the track

<Y>0</Y>

The y-coordinate value on the track

<Z>259</Z>

The z-coordinate value on the track

<RotationY>0</RotationY>

The y-rotation value on the track

<ScaleModifierX>0</ScaleModifierX>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the x-size of this object.

<ScaleModifierY>0</ScaleModifierY>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the y-size of this object.

<ScaleModifierZ>0</ScaleModifierZ>

The object will be scaled according to the tracksize. This modifier will give the opportunity to modifiy the z-size of this object.

</TOEntry>

</TrackObjectList>

Dies is the license information, about the used Creative Commone License – Zero which is applied to all grt files and stored in the file in order to record the licensing conditions in every file.

-<CreativeCommonLicense-CC0>

<Link>https://creativecommons.org/licenses/</Link>

<License>CC0</License>

<LicenseOwner>GeneRacing</LicenseOwner>

<LicenseOwnerLink>https://www.gent-racing.com</LicenseOwnerLink>

</CreativeCommonLicense-CC0>

</GeneRacingTrackInfos>

TrackEditor Featurelist2021-02-09T14:30:52+01:00

GeneRacing – TrackEditor Features v0.3:
Follow us on kickstarter *NOW*:
https://www.kickstarter.com/projects/generacing/generacing-a-top-down-arcade-racing-game

– Requirements Checker
– * Filename
– * Min. 2 Checkpoints
– * Min. 6 starting grids
– * Min. 1 box crew
– Create new grt file
– Load existing grt File
– Save/overwrite grt File
– Settings (Heightmap-Resolution, Texture-Resolution, Bloom on/off)
– Save heightmap
– Load heightmap
– Save texture
– Load texture
– Wall creation
All formats supporting 64, 512, 1024, 2048 resolutions and heightmap with the power of +1.
– Waterlevel selection
– Tracksize selection
– Brush selection (50 types)
– BrushSize adjustment
– BrushOpaque adjustment
– MouseProjector switch
– Camera speed adjustment
– Camera movefast adjustment
– Object mouse sensitity adjustment
– Object mouse rotation sensitity adjustment
– Height changing
– * up/down
– * different brushes/size/opaque
– * Undo function
– Smoothing heights
– * different brushes/sizes/opaques
– Flatten heights
– * to fixed height-values
– * flatten whole track
– Texturing
– * 12 different textures (will be extended)
– * different brushes/size/opaque
– Objects
– * 43 objects existing at the moment (will be expanded soon)
– * Place/delete objects
– * Rotate objects
– * Scale objects
– * Reload objects
– Day/Night visualizing
– * Choose time to check track visuals
– * enable/disable time cycle
– Free camera movements
– Change perspective from perspective to ortographic
– Set camera back to loading defaults
– On/Off Hud for Screenshots or better workflow
– Gizmo Handling for objects
– PopUp Drag&Drop functionalities
– ShortKey Infos

#retro #generacing #racing #topdown #retrogames #retrogaming #trackeditor #grt #arcade #trackmaking

 

Track file format (*.grt) / (G)ene(R)acing(T)rack2021-02-21T19:44:18+01:00

The GRT-file format is an invented and an open format, from GeneRacing, which is managed under license “CC” – Creative Commons.
The “CC” – Creative Commons license is legally binding on every downloaded, uploaded, used or passed on file of this file format, regardless of the place or time.
Regarding licensing, please read more at the end of the page.

All *.grt container files, including the packaged content, are a part of GeneRacing and could be shared, provided, edited by the functionalities of the game and the users.

You, as an editor, are explicitly allowed (following the CC0 license) to unzip the grt-container to modify the content with included and external tools.

A *.grt file is a zip container which includes generally following three files:

  • A normed XML-File which holds all track related informations in format: <trackname>.xml
  • A non-compressed PNG-file which stores the pixelinformation of all texture layers in format: <trackname>.png
  • A non-compressed PNG-file which stores the pixelinformation in grey-scale of all heightmap-points from the terrain in format: <trackname>_heightmap.png

This 3 filed are compressed in the grt-container in format: <trackname>.grt

Formats and limitations for the “Texture” File (<trackname>.png):

  • File extensions *.jpg and *.png are supported by reading, *.png is used for writing
  • Following texture resolutions are supported:
    • 64×64
    • 256×256
    • 512×512
    • 1024×1024
    • 2048×2048
    • 4096×4096
  • Following heightmap resolutions are supported:
    • 64×64
    • 65×65
    • 512×512
    • 513×513
    • 1024×1024
    • 1025×1025
    • 2048×2048
    • 2049×2049

(+1 pixels because each pixel from the texture must be mapped to a polygon (consisting of two triangles), not a pixel, in the terrain mesh)

  • The *.xml file is following the xml standards, well formed:
    • XML documents must have a root element
    • XML elements must have a closing tag
    • XML tags are case sensitive
    • XML elements must be properly nested
    • XML attribute values must be quoted
  • The *.grt xml scheme is following this structure

 

<?xml version=”1.0″ encoding=”UTF-8″?>

<GeneRacingTrackInfos>

<Trackname>Trackname</Trackname>

<TrackVersion>0.1</TrackVersion>

<TrackPart>1/1</TrackPart>

<TrackTime>0.5</TrackTime>

<CamDefaultAngle>45</CamDefaultAngle>

<CamDefaultRotation>0</CamDefaultRotation>

<CamDefaultZoom>50</CamDefaultZoom>

<TrackSize>310</TrackSize>

<WaterLevel>50</WaterLevel>

<TexturePath>Trackname.png</TexturePath>

<TextureWidth>2048</TextureWidth>

<TextureHeight>2048</TextureHeight>

<HeightmapPath>Trackname_heightmap.png</HeightmapPath>

<HeightmapWidth>2049</HeightmapWidth>

<HeightmapHeight>2049</HeightmapHeight>

<LampObjects>0</LampObjects>

<PitCrewObjects>0</PitCrewObjects>

<CheckPointsObjects>0</CheckPointsObjects>

<TrackObjects>0</TrackObjects>

-<PitCrewObjectList>

-<PitEntry>

<id>0</id>

<X>150</X>

<Y>0</Y>

<Z>150</Z>

<RotationY>0</RotationY>

<ScaleModifierX>0</ScaleModifierX>

<ScaleModifierY>0</ScaleModifierY>

<ScaleModifierZ>0</ScaleModifierZ>

</PitEntry>

</PitCrewObjectList>

-<CheckPointsObjectsList>

-<CPEntry>

<id>0</id>

<X0>2</X0>

<Z0>5</Z0>

<X1>126</X1>

<Z1>5</Z1>

<Y>512</Y>

</CPEntry>

-<TrackObjectList>

-<TOEntry>

<id>0</id>

<Class>SpawnPoint</Class>

<X>269</X>

<Y>0</Y>

<Z>259</Z>

<RotationY>0</RotationY>

<ScaleModifierX>0</ScaleModifierX>

<ScaleModifierY>0</ScaleModifierY>

<ScaleModifierZ>0</ScaleModifierZ>

</TOEntry>

</TrackObjectList>

-<CreativeCommonLicense-CC0>

<Link>https://creativecommons.org/licenses/</Link>

<License>CC0</License>

<LicenseOwner>GeneRacing</LicenseOwner>

<LicenseOwnerLink>https://www.gent-racing.com</LicenseOwnerLink>

</CreativeCommonLicense-CC0>

</GeneRacingTrackInfos>

 

This GRT file format definition represents v0.2 – dated 9.2.2021 and is constantly being extended/updated

 

 

“CC” – Creative Commons License – CC0 1.0 Universal – Public Domain Dedication

The * .grt is an open file format to ensure that user content can be exchanged and transferred quickly, simply and easily.
The legal basis for this is the Common Creative License, CC0 1.0 Universal Public Domain Dedication.

The person who associated a work with this deed has dedicated the work to the public domain by waiving all of his or her rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.

You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information below.

For detailed informations for this license click >here< or >here<.


Source: creativecommons.org via Wikimedia Commons

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CC0

To the extent possible under law, GeneRacing has waived all copyright and related or neighboring rights to GeneRacing. This work is published from: Österreich.

Become an alpha tester2022-01-10T11:02:46+01:00

You would like to join as an alpha testern?
Great!

Just one rule if you are NOT a backer of Kickstarter:
If you are invited to be an alpha-tester, your key could be revoked at any time.

You can do this by giving feedback on discord, forum or create a support-ticket here on the website.

There are two options to join the Alpha-Team:

  1. You are a kickstarter backer and selected the “alpha/beta early access” reward
    • If you pledged this reward you are informed automatically if the kickstarter campaign is successful
  2. You are invited from the GR-Team to be a Alpha/Beta-Tester
    • Contact an moderator or administrator for the access
    • We need your full name, your steam-username (not nickname!), your steam-email adresse to hold your data
    • You will get a steam key which is binded to your name + steamuser, dont sell it or handover the key
    • Open your steam library and click on “add a game” at the bottom left corner
    • Activate a product on Steam and enter your Key
    • You should now able to download “GeneRacing”

 

How do i open a support-ticket?2018-03-09T12:54:59+01:00
  1. Click on the support-entry in the main menue or click here: https://www.gent-racing.com/support/
  2. Login and click on “Create Ticket” to open a new support ticket

 

The ticket will be assigned to the responsible teammember and will be answered as soon as possible

Does GeneRacing support multiplayer games?2022-01-09T13:54:49+01:00

GeneRacing is provided and published on “Steam”. You need a steam account to access the content of the game and play the game. Some features are based on Steam.

Of course GeneRacing is mainly based on multiplayer mode. Depending on the track between 1 and 20 players are possible on the same track.

System Requirements for GeneRacing?2019-09-02T11:45:02+02:00

Not much.

The recommended system requirements to fully enjoy GeneRacing are:

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; Mac OS X 10.9+
Graphics Card: Graphics card with DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities
Internet: at least a standard internet connection, obvious a low-latency (ping) internet connection is to be preferred to avoid car-lags while racing

How many players can be in a multiplayer game?2021-02-07T21:17:13+01:00

At the alpha version up to 6 players at the same time are possible

Become a team member of GeneRacing!

IT-Monk (the company behind GeneRacing) is looking for an Unity C# developer, Website administrator and a 3d artist for our GeneRacing project. All work could be remote of course, but we are really prefered austrian based colleagues to improve scrum based workflows.

Of course we have to point out that our cooperation is not a classic employment relationship. GeneRacing as a project is currently seen as a non-profit project. Our goal is to be cost-covering. For this reason, all team members are currently on duty „on a voluntary basis“ and are not paid.

We do it, because we love it.

Our goal is to leverage crowdfunding costs, partially with retroactive effect, and to use part of it for future development.

Should such a crowdfunding project be successful, we will involve team members fairly and appropriately.

All members have to sign a Nda (non-disclosure agreement) to keep it company internal. This is mandatory for all project participants.

 

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