TL;DR A modern open-source racing simulator would be great. Maybe we in the community should do it! But maybe it’s just not feasible.
This post has been brewing in my head for a few weeks now. Would love to hear any thoughts and responses people have!
The positives
Look at what people like Ilja Jusupov and Peter Boese have managed to do for AC, or GTR233 and Shovas for GTR 2 – never mind the innumerable amazing skinners and car and track modders and everything. The work the community does is awesome. But it’s necessarily hamstrung by the fact these games’ core won’t change. Lots of bugs and limitations are present and won’t ever disappear (barring exceptional reverse engineering like that done on AC). Given the dedication and talents of the modding community, imagine if people had access to the source code and could fix/polish things and extend the game over time!
Another aspect of a community-developed open-source simulator that could be beneficial: it could be developed around features that matter to the community. Sim racers are a notoriously tough crowd, but I’d imagine an open, collaborative development process they could literally participate in would help get people on board. Plus, if there’s something they didn’t like, experienced modders and programmers could literally go in and work at changing it. Feature creep issues are a challenge, but should be manageable (surely we’ve learned the lessons of the West Bros. by now).
For me at least, the more you think about an idealized, utopian vision of a free, open-source (FOSS) community simulator, the more advantages and cool ideas you start to think of. Kinda intoxicating...
The negatives
So… seems like a great idea. But, to my knowledge, there isn’t one. Dolphinity Racer was at one time open source, but then changed. TORCS is from like 20 years ago. And so on. Why? A couple thoughts.
Simplest reason is the difficulty involved in developing a sim-quality car physics engine. I’ve searched high and low, and although hopefully I’m wrong, I haven’t seen a free, open-source physics engine that isn't woefully inadequate even compared to NR2003 or gMotor (never mind rF2 or ACC or Madness or AC) That’s a massive development hurdle to get over – practically, perhaps an insurmountable one. Sure you could fork and extend a FOSS library like Nvidia’s PhysX, but that’s still a mountain of work to do before you even start on the game itself. Plus you’d have to develop the force feedback more or less from scratch. Yikes!
There’s also the simple fact FOSS is often developed, in practice, in the free time of a small number of committed main developers. Although in theory anyone can work at the code and support the game, many projects seem to die off when the main developers lose interest. And for most FOSS projects, these people have no financial incentive to do what they do – so how could people like this put in enough effort for a full legit simulator? Even given this, I think a FOSS sim isn’t impossible, but it’s a hell of a hill to climb.
An idea
Finally (I promise I’m almost done), a personal idea for a step towards an open-source racing sim – baby steps. Take a FOSS game engine like Godot or Torque3D, so you can modify it without fear. Put in one car (e.g. Skip Barber) and one track (e.g. Road Atlanta) by borrowing (with permission!) from the community. Then try to get a marginally plausible driving experience. Even that would be a massive achievement.
I wish I was a programmer and didn’t have such a damned busy life at the moment… otherwise I’d offer to start this kind of project up. Plus although I'm no modder,over time, I’d happily help with structured programming ideas, repo management, documentation… but a FOSS sim ultimately needs boatloads of time and code which I can't offer.
This post has been brewing in my head for a few weeks now. Would love to hear any thoughts and responses people have!
The positives
Look at what people like Ilja Jusupov and Peter Boese have managed to do for AC, or GTR233 and Shovas for GTR 2 – never mind the innumerable amazing skinners and car and track modders and everything. The work the community does is awesome. But it’s necessarily hamstrung by the fact these games’ core won’t change. Lots of bugs and limitations are present and won’t ever disappear (barring exceptional reverse engineering like that done on AC). Given the dedication and talents of the modding community, imagine if people had access to the source code and could fix/polish things and extend the game over time!
Another aspect of a community-developed open-source simulator that could be beneficial: it could be developed around features that matter to the community. Sim racers are a notoriously tough crowd, but I’d imagine an open, collaborative development process they could literally participate in would help get people on board. Plus, if there’s something they didn’t like, experienced modders and programmers could literally go in and work at changing it. Feature creep issues are a challenge, but should be manageable (surely we’ve learned the lessons of the West Bros. by now).
For me at least, the more you think about an idealized, utopian vision of a free, open-source (FOSS) community simulator, the more advantages and cool ideas you start to think of. Kinda intoxicating...
The negatives
So… seems like a great idea. But, to my knowledge, there isn’t one. Dolphinity Racer was at one time open source, but then changed. TORCS is from like 20 years ago. And so on. Why? A couple thoughts.
Simplest reason is the difficulty involved in developing a sim-quality car physics engine. I’ve searched high and low, and although hopefully I’m wrong, I haven’t seen a free, open-source physics engine that isn't woefully inadequate even compared to NR2003 or gMotor (never mind rF2 or ACC or Madness or AC) That’s a massive development hurdle to get over – practically, perhaps an insurmountable one. Sure you could fork and extend a FOSS library like Nvidia’s PhysX, but that’s still a mountain of work to do before you even start on the game itself. Plus you’d have to develop the force feedback more or less from scratch. Yikes!
There’s also the simple fact FOSS is often developed, in practice, in the free time of a small number of committed main developers. Although in theory anyone can work at the code and support the game, many projects seem to die off when the main developers lose interest. And for most FOSS projects, these people have no financial incentive to do what they do – so how could people like this put in enough effort for a full legit simulator? Even given this, I think a FOSS sim isn’t impossible, but it’s a hell of a hill to climb.
An idea
Finally (I promise I’m almost done), a personal idea for a step towards an open-source racing sim – baby steps. Take a FOSS game engine like Godot or Torque3D, so you can modify it without fear. Put in one car (e.g. Skip Barber) and one track (e.g. Road Atlanta) by borrowing (with permission!) from the community. Then try to get a marginally plausible driving experience. Even that would be a massive achievement.
I wish I was a programmer and didn’t have such a damned busy life at the moment… otherwise I’d offer to start this kind of project up. Plus although I'm no modder,over time, I’d happily help with structured programming ideas, repo management, documentation… but a FOSS sim ultimately needs boatloads of time and code which I can't offer.