![]() ![]() In May of 2015 the developer officially announced it was bringing the game to the Xbox One and PS4. In December of 2014 the game was officially released as a full game. The team was also working to add new content and improving existing parts of the game. Part of this early access offering meant that the developer was offering an update with new cars, tracks and features about every two weeks. In November of 2013 the game went into early access. The purpose of the demo was to allow players to get a look at the engine, as well as report back any problems that came with this early version. ![]() In February of 2013, Kunos Simulazioni released a playable demo, which offered 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. APIs used are DirectX 11 for graphics, FMOD for sound and ODE for collision detection and rigid body physics. Python can be used for developing plugins for retrieving simulation data in real time. User interface and launcher core is coded in C#, but the interface itself in HTML to allow users to create interface modifications. C++ is used for the simulation portion of Assetto Corsa, and Go for its multiplayer networking. They completed that engine and started polishing the work they had already done by the end of 2011.īecause they went in-house they were also able to make a kind of hodge podge of developing languages in order to come up with the finished product. Eventually the firm decided to make its own in-house engine. In 2011, the game took a significant step forward when the developers decided to use Unity Engine 3 but eventually found there were severe drawbacks to the same. The game was officially announced for PC through Steam in 2010 working alongside a driving school project for Automobile Club d’Italia. They’ve allowed this location to help them put renditions of international circuits (surveyed using both traditional and laser scanning technology), as well as global car brands, racing prototypes, historic cars, single seaters and iconic cars. The company actually has it’s headquarters close by one of the top Italian racing locations. While those were driving simulators of a different ilk, their construction played a rather large role in how the company went about putting together Assetto Corsa for the PC and in turn allowing them to take the next step in bringing the game to consoles in 2016. Kunos Simulazioni relied on the construction of Assetto Corsa thanks to the experience the developer acquired with the creation of other racing games like NetKar Pro and Ferrari Virtual Academy. ![]()
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