Assetto Corsa

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Assetto Corsa
Assetto Corsa cover.png
Developer(s) Kunos Simulazioni
Publisher(s) Kunos Simulazioni
Distributor(s) Steam
Platform(s) Microsoft Windows
Release date(s) Early Access: 8 November 2013
Genre(s) Racing simulation
Mode(s) Single-player, multiplayer
Distribution Digital download

Assetto Corsa (Italian for "racing setup") is sim racing video game being developed by the Italian video game developer Kunos Simulazioni. It is designed with an emphasis on realistic racing experience with support for extensive customisation and modability. The game was released through the Steam's Early Access program on 8 November 2013.[1]

Development[edit]

Kunos Simulazioni built Assetto Corsa on the experience acquired with the development of netKar Pro and Ferrari Virtual Academy, both titles being notable as some of the best in the simulation genre for their advanced physics model and vehicle dynamics. Kunos Simulazioni acquired practical knowledge working closely to real motorsport as their R&D office is located on Vallelunga Circuit. The game will include renditions of international circuits (realized using laser scanning technology), global car brands, racing prototypes, historic cars, single seaters and some of the most iconic cars ever built.[2]

Assetto Corsa technology evolved drastically over time. It started development in 2010 with a driving school project for Automobile Club d'Italia. In 2011, Kunos moved to developing the game in Unity engine, however, due to constraints of external integrability – not being modding friendly, and due to long loading times, they decided to leave it. Eventually, they ended with building a completely in-house, scratch built engine at the end of 2011.[3]

The game is coded in multiple programming languages. C++ is used for the simulation part, and Go for multiplayer networking. User interface and launcher core is coded in C#, but the interface itself in HTML to allow users to create interface modifications. Python can be used for developing plugins for retrieving simulation data in real time. APIs used are DirectX 11 for graphics, XAudio2 for sound and ODE for collision detection and rigid body physics.[3]

System requirements
Minimum Recommended
Microsoft Windows[4]
Operating system Windows Vista SP2 32-bit Windows 8 64-bit
CPU AMD Athlon X2 2.8 GHz, Intel Core 2 Duo 2.4 GHz AMD Six-Core CPU, Intel Quad-Core CPU
Memory 4 GB 6 GB
Hard drive 15 GB 20 GB
Graphics hardware DirectX 10.1 compatible graphics card with 512 MB RAM (AMD Radeon HD 3870, Nvidia GeForce GT 220) DirectX 11 compatible graphics card with 3 GB RAM (AMD Radeon HD 7870, Nvidia GeForce GTX 660)
Input device(s) Any game device recognized by Microsoft Direct Input, including keyboard, mouse, joypads, joysticks, steering wheels. Ready for Nvidia 3D Vision, TrackIR-Pro, Oculus Rift.

Demo[edit]

The Assetto Corsa Technology Preview is a playable benchmark that was released on 22 February 2013. It offers one car, Lotus Elise SC, and one track, Autodromo dell'Umbria in Magione, Italy, as well as two playing modes, free practice and time attack. The preview's main purpose to allow users to get their first taste of the engine, test it, and report back feedback. The preview requires a player to own a netKar Pro licence. The latest version, 0.9.9, was released on 15 March 2013.[5]

Early Access[edit]

The game was released through the Steam's Early Access program on 8 November 2013.[1] This service allows developers to release a functional but yet-incomplete product, such as beta versions, to allow users to buy the title and help provide funding, testing and feedback towards the final production. As part of the early access program, starting by the first release, an update with new cars, tracks and features will be available every two weeks, adding new contents and improving the existing ones.[1]

The Release Candidate, a feature complete version of the game, was released on 15 October 2014. The final version, following general bugfixing and performance optimizations, is scheduled to be released by the end of the year.[6]

Modding[edit]

The game is designed to support extensive modification and creation of additional cars and tracks by users themselves. A special WYSIWYG editor, bundled with the game, will enable importing of 3D models (in FBX file format) and allow artists to assign properties and material shaders to objects, with an emphasis on ease of use. The editor exports a single game model file and does not allow opening of, or addition of objects to, an already exported file.

The game also supports addition of third party widgets and plugins written in Python, C++ and C#, for uses such as telemetry or interface enhancements.

References[edit]

  1. ^ a b c "Assetto Corsa on Steam". Steam. Retrieved 8 November 2013. 
  2. ^ "Next generation racing simulator". assettocorsa.net. Retrieved 8 November 2013. 
  3. ^ a b Lettera, Vincenzo (12 February 2013). "Assetto Corsa: online il talk di Kunos alla GGJ". Indie Vault. Retrieved 8 November 2013. 
  4. ^ "Hardware and Software requirements". assettocorsa.net. Retrieved 8 November 2013. 
  5. ^ "Technology Preview 0.9.9 released". simautosport.com. Retrieved 8 November 2013. 
  6. ^ Centini, Andrea (4 November 2014). "Assetto Corsa: una finestra sul traguardo". Multiplayer.it. Retrieved 4 November 2014. 

External links[edit]