Procedural racing track generation methods

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Hello dear Community,
I am a student and I just started writing my Bachelor about procedural racing track genereation for Assetto Corsa. A few ideas of how to generate a track have already made it into Houdini, but I think I could still really use some help with that.

It would be really nice and helpful if you could share your idea(s) how you would generate a racing track or which idea you think is the most meaningful way. Also if you know a good Tutorial about this topic I would love to see that, as I was not able to find much about it.

My ideas so far were:
-Create a Line/Curve and distort them on x/y with a few variables.
-Create a Grid and scatter a few points and then scatter more points within a certain points radius of the old points.
-(theoretical)Creating an environment and then throw a few points with physics on it and connect them.

I would then just Raycast them on an environment and go from there.

Also interesting qustions:
How do I handle track crossings in terms of the height offset? (Bridges)
Is there an easy way to create sandbanks and surrounding fences for the track?
How would you smooth out the track after creating the waypoints?

Here is my current file:
Image Not Found


Big thanks in advance
Joshua

P.S.: If you think you can really help me out I will gladly share some more information

Attachments:
Track_Gen.hipnc (253.0 KB)

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these might help
https://www.youtube.com/watch?v=1XgJ1oHBCn0 [www.youtube.com]
https://80.lv/articles/using-houdini-for-large-terrains-006sdf/ [80.lv]
Michael Goldfarb | www.odforce.net
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