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        <title>Racing Simulator - Category - TimBeaudet::GameDeveloper()</title>
        <link>https://timbeaudet.com/blog/categories/racing-simulator/</link>
        <description>Racing Simulator - Category - TimBeaudet::GameDeveloper()</description>
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            <webMaster>tim@tyrebytes.com (TimBeaudet)</webMaster><lastBuildDate>Sun, 07 Apr 2019 11:35:37 &#43;0000</lastBuildDate><atom:link href="https://timbeaudet.com/blog/categories/racing-simulator/" rel="self" type="application/rss+xml" /><item>
    <title>March 2019 Review</title>
    <link>https://timbeaudet.com/blog/2019/04/07/march-2019-review/</link>
    <pubDate>Sun, 07 Apr 2019 11:35:37 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2019/04/07/march-2019-review/</guid>
    <description><![CDATA[ 
<ul class="wp-block-list">
  <li>
    Total income: $106.49 <em>without personal investments</em>
  </li>
  <li>
    Total income: $4032.16Â <em>with personal investments</em>
  </li>
  <li>
    Total expenses: $49.98
  </li>
  <li>
    Total hours: 118.25
  </li>
</ul>]]></description>
</item>
<item>
    <title>Basic Math and Physics</title>
    <link>https://timbeaudet.com/blog/2017/08/23/basic-math-and-physics/</link>
    <pubDate>Wed, 23 Aug 2017 03:27:19 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/08/23/basic-math-and-physics/</guid>
    <description><![CDATA[<p style="text-align: center;">
</p>
<p>[latexpage]<br>
It has always been my aim to provide as much of a log about creating a racing simulation as I can, including the mathematics of the simulation and other details. I’ve just setup something on the blog to allow. So here we will start be some of the extremely basic math/physics that an average high-schooler would understand.</p>]]></description>
</item>
<item>
    <title>mDevelopmentLog[5] = Grinding Gears</title>
    <link>https://timbeaudet.com/blog/2017/06/07/devlog_w05/</link>
    <pubDate>Wed, 07 Jun 2017 00:18:38 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/06/07/devlog_w05/</guid>
    <description><![CDATA[<p style="text-align: center;">
</p>
<p>Hello Turtles,</p>
<p>Sara cat and Monky bird changed gears from the normal programming on TurtleBrainsÂ stuff into starting to moveÂ forward on ZoomCarWorld3. Initially some basic art practice in blender working on a small homemade go-kart before deciding the ZCW3 wouldÂ start out as</p>]]></description>
</item>
<item>
    <title>Artificial Intelligence in Racing Simulations</title>
    <link>https://timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/</link>
    <pubDate>Wed, 29 Mar 2017 02:32:41 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2017/03/29/artificial-intelligence-in-racing-simulations/" target="_blank" rel="noopener noreffer "></a>Long ago, <em>nowÂ over eightÂ years ago in fact,</em> a couple books; <a href="http://amzn.to/2nUgFsA" target="_blank" rel="noopener noreffer ">Speed Secrets</a> and <a href="http://amzn.to/2nUkf5K" target="_blank" rel="noopener noreffer ">A Twist of the Wrist</a> got me thinking about approaching artificial intelligence in a completely different way. I had not muchÂ experience writing artificial intelligence, a tiny bit of pathfinding, decision trees, and a few other basic things that were class assignments or the such. Wouldn’t it be cool if theÂ artificial driver had to work with the same knowledge and inputs as the player? You know, instead of directly moving the vehicle to the new location, the accelerator, brake and steering inputs would be used. The books also mentioned how important reference points are, so the driver should also use these!</p>]]></description>
</item>
<item>
    <title>October Back-and-Forth</title>
    <link>https://timbeaudet.com/blog/2016/10/29/october-back-and-forth/</link>
    <pubDate>Sat, 29 Oct 2016 22:57:05 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/10/29/october-back-and-forth/</guid>
    <description><![CDATA[
<p>First, I’ve abandoned the blog for a while and I shall apologize forÂ anyone who actually reads my entries,Â perhaps only to my future self. An avid reader would knowÂ I did <a href="https://www.timbeaudet.com/blog/2016/09/09/september-is-artember/" target="_blank" rel="noopener noreffer ">#Artember</a>Â butÂ I don’t think I ever mentioned taking part in</p>]]></description>
</item>
<item>
    <title>Spline Editor For Fencing</title>
    <link>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</link>
    <pubDate>Sun, 18 Sep 2016 02:45:41 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/</guid>
    <description><![CDATA[<p><a href="https://www.timbeaudet.com/blog/2016/09/18/spline-editor-for-fencing/" target="_blank" rel="noopener noreffer "></a><br>
Racetracks have a lot of fencing, andÂ placing each section of fencingÂ section by sectionÂ would be a daunting task, soÂ I spent the last few hobby development sessionsÂ creating a way to edit a spline that could be attached to an object to place the fence.Â Last year I had my first experience with bezier curves when IÂ </p>]]></description>
</item>
<item>
    <title>September is Artember</title>
    <link>https://timbeaudet.com/blog/2016/09/09/september-is-artember/</link>
    <pubDate>Fri, 09 Sep 2016 02:23:23 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/09/09/september-is-artember/</guid>
    <description><![CDATA[<p><a href="/blog/assets/2016/09/20160907_231856_screencap.gif" rel=""></a></p>
<p>It was decided, at the end of August, that I would be attempting to make or practice a bit of art each day during September. Hopefully I can make it last a bit longer, but if I can complete some art each day I will have achieved my goal for the year. <strong>Art is hard.</strong></p>]]></description>
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<item>
    <title>Working on Artificial Intelligence in Racing Simulations again!</title>
    <link>https://timbeaudet.com/blog/2016/01/16/working-on-artificial-intelligence-in-racing-simulations-again/</link>
    <pubDate>Sat, 16 Jan 2016 02:37:20 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2016/01/16/working-on-artificial-intelligence-in-racing-simulations-again/</guid>
    <description><![CDATA[<p>I have started working on the Artificial Intelligence in Racing Simulations project again, still using Live For Speed as the base physics simulation because it is fairly accurate and reasonably accessible. Here is a short recording of the artificial driver, Jared, driving at Fern Bay Club in the XRG. A fantasy car similar to aÂ low powered rear-wheel drive sports car.</p>
<p>The second version/iteration of driving logic was written last year, March 2015, but my PC at the time was getting outdated and overloaded as it tried running everything it needed, plus AIRS logic could use some optimizations. I lost motivation after writing “Driving Logic version 2” (DLv2 for short), since it didn’t behave as well as I had hoped.</p>
<p>The driver got faster than DLv1, and learned</p>]]></description>
</item>
<item>
    <title>Start your engines!</title>
    <link>https://timbeaudet.com/blog/2015/05/10/start-your-engines/</link>
    <pubDate>Sun, 10 May 2015 04:13:05 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/05/10/start-your-engines/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/2015/05/10/start-your-engines/" target="_blank" rel="noopener noreffer "></a></p>
<p>Not quite started, but tonight work began on Zoom Car World 3, the demo and learning project I will be using as a stepping stone to write a full blown racing simulator. Â For years this project has been placed on the sidelines, but withÂ the current goal to work towards it for an hour a day every day, I am confident things will keep moving.</p>]]></description>
</item>
<item>
    <title>The Big Picture</title>
    <link>https://timbeaudet.com/blog/2015/04/12/the-big-picture/</link>
    <pubDate>Sun, 12 Apr 2015 00:17:11 &#43;0000</pubDate>
    <author>tim@tyrebytes.com (TimBeaudet)</author>
    <guid>https://timbeaudet.com/blog/2015/04/12/the-big-picture/</guid>
    <description><![CDATA[<p><a href="http://www.timbeaudet.com/blog/2015/04/12/the-big-picture/" target="_blank" rel="noopener noreffer "></a></p>
<p>Looking around here it isn’t hard to see that I have a passion for programming. Â One may even be able to gatherÂ that I am also interested in racing. Â For years I have been wanting to develop my own racing simulator, much like <a href="http://www.lfs.net" target="_blank" rel="noopener noreffer ">Live For Speed</a> or <a href="http://www.iracing.com" target="_blank" rel="noopener noreffer ">iRacing</a>, and have started to</p>]]></description>
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