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A Project Report

on

Realistic Third Person Racing Simulator

Submitted By
Mr. Soham Vaity
Ms. Sanskruti Jagtap
Ms. Shreya Palande
Mr. Jayesh Wagh

Under the guidance of

Ms. Anklesha Thakare

Department of Computer Engineering


Zagdu Singh Charitable Trust’s

Thakur Polytechnic
(An ISO 9001: 2015 Certified Institute)

Thakur Complex, Kandivali (East), Mumbai 400101

2023-2024

Project report on
“Realistic Third Person Racing Simulator”

Submitted by
Mr. Soham Vaity
Ms. Sanskruti Jagtap
Ms. Shreya Palande
Mr. Jayesh Wagh

Project Guide

Ms. Anklesha Thakare

DEPARTMENT OF COMPUTER ENGINEERING


ZAGDU SINGH CHARITABLE TRUST (REGD.)

THAKUR POLYTECHNIC
(An ISO 9001:2015 Certified Institute)
Thakur Complex, West to W.E. Highway, Kandivali (E),
Mumbai –400101.

2023-2024
PROJECT APPROVAL SHEET
Academic Year: 2023 - 2024
This Project work entitled

“Realistic Third Person Racing Simulator”


By
Mr. Soham Vaity
Ms. Sanskruti Jagtap
Ms. Shreya Palande
Mr. Jayesh Wagh

Is Approved for the award of the

DIPLOMA
IN
COMPUTER ENGINEERING

Ms. Anklesha Thakare


PROJECT GUIDE/MENTOR

EXTERNAL EXAMINER INTERNAL EXAMINER


Affiliated to Maharashtra State Board of Technical
Education (MSBTE) Mumbai

C E R T I F I C A T E
This is to certify that Mr. Soham Vaity, Ms. Sanskruti Jagtap, Ms. Shreya
Palande, Mr. Jayesh Wagh from 0522, Thakur Polytechnic Institute having
Enrollment No: 2105220410, 2105220425, 2105220428 and 2105220429
has completed project of final year having title ‘Realistic Third Person Racing
Simulator’ during the academic year 2023 - 2024. The project completed in a
group consisting of 4 persons under the guidance of Faculty Guide.

Name and Signature of Guide (Ms. Anklesha Thakare): …………..


Telephone: +91 8452868983

---------------------------- ---------------------------
H.O.D (CO) PRINCIPAL

(Ms. VAISHALI RANE) (Dr. S.M. GANECHARI)

2023-2024
ACKNOWLEDGEMENT

As a part of third year syllabus, we could successfully complete our project “Realistic Third
Person Racing Simulator”. We feel immense pleasure in submitting the report, while
submitting this report we avail this opportunity to express our gratitude toward all those who
have guided and helped us in completing this task successfully. Heading the list is our
honourable Principal Dr. S.M. GANECHARI who is beginner of our inspiration. We would
like to thank our H.O. D of computer engineering Ms. VAISHALI RANE for ardour in
inciting the subject and her valuable suggestion.

We owe deep gratitude to our guide Ms. ANKLESHA THAKARE who proved to be
supportive guide to us. Apart from bringing to us what can be joy for creative, every time she
acted promptly to correct our mistakes. The successful completion of this project is possible
by her guidance and co- operation only, without which the work would have never been
completed.

We give our wholehearted thanks to our college THAKUR POLYTECHNIC for giving us
the opportunity & support to the project. Finally, we wish to express our deep sense of
respect and gratitude to our parents who always bear with us in any critical condition and to
all others, for sparing their time and helping us for completion of this project in whatever way
they could.

Sincere thanks to principal, HOD, teaching staff, management, and all group members.

Name of Members / Roll No

Soham Vaity [91]


Sanskruti Jagtap [103]
Shreya Palande [106]
Jayesh Wagh [107]
CONTENTS

Chapter Title Page No


Abstract
1 Introduction 1-2
1.0 Introduction 1
1.1 Main Objectives of each component 2
2 Literature Survey 3-7
2.0 Unreal Engine 4
2.1 Blender 4
3 Scope of the Project 8 - 11
3.0 What is project scope 9
3.1 Project scope description 9
3.2 Product Acceptance Criteria 10
3.3 Project constraints 10,11
4 Development Phase 15 - 56
5.0 Data Flow Diagram (DFD) 15
5.1 Use Case Diagram 16
5.2 Test Cases 17
5.3 Test Plan 17
5.4 Defect Report 17
5 Timeline Chart 57 - 58
6 Output of Major Project 59 - 74
7 Conclusion & Future Scope 75 - 77
8 References 78 - 79
9 Annexure 80 - 81
10 International Paper Published on Project 82
ABSTRACT

The Realistic Third-Person Racing Simulator represents a significant advancement in the


field of virtual motorsport experiences. This simulator aims to provide an immersive and
authentic racing experience by combining cutting-edge technology with meticulous attention
to detail in both gameplay and graphics. Unlike traditional racing games, this simulator
places the player in the third-person perspective, offering a unique blend of realism and
excitement. The simulator leverages the latest in graphics technology to create stunning
visuals, capturing the essence of each racing location, from the sun-soaked tarmac of famous
circuits to the challenging terrain of rally stages. Dynamic weather and lighting conditions
further enhance the immersive experience, making each race unique and unpredictable.
Realism extends beyond just the visuals and physics. The Realistic Third-Person Racing
Simulator also includes a comprehensive telemetry system, allowing players to monitor and
fine-tune various aspects of their vehicles performance. This feature provides an educational
aspect, making the simulator suitable for both novice drivers looking to improve their skills
and seasoned racing enthusiasts seeking a true-to-life experience.
Multiplayer functionality is a cornerstone of the simulator, allowing players to compete
against friends and rivals in various race modes, from quick one-on-one duels to full-fledged
championship seasons. Real-time voice chat and customizable lobbies ensure a socially
engaging and competitive multiplayer experience. In summary, the Realistic Third-Person
Racing Simulator sets a new standard for virtual motorsport experiences by offering a blend
of realism, attention to detail, and immersive gameplay. Whether you are a casual gamer
looking for an exciting racing experience or a dedicated motorsport enthusiast seeking a true-
to-life simulation, this simulator promises to deliver an unforgettable and thrilling adventure
on the virtual track.
CHAPTER 01
INTRODUCTION

1
1.0 Introduction

The transition from traditional to electronic games reflects broader societal shifts in
technology adoption and digital literacy. Traditional games, such as board games or physical
sports, have historically provided structured experiences with clear rules and objectives.
These games often foster social interaction and strategic thinking but may lack the immersive
and dynamic experiences offered by electronic games.

Electronic games, on the other hand, leverage advancements in computing power, graphics,
and network connectivity to create immersive virtual worlds where players can engage in a
wide range of activities, from epic quests to competitive multiplayer matches. These games
often blur the line between entertainment and education, offering experiences that are not
only enjoyable but also intellectually stimulating and socially engaging.

For the digital native generation, growing up in an era of ubiquitous technology has shaped
their cognitive and behavioral patterns. They are accustomed to interacting with digital
devices from an early age, which has cultivated skills such as multitasking, problem-solving,
and digital communication. Video games, with their interactive nature and complex gameplay
mechanics, provide a fertile ground for honing these skills in a fun and engaging manner.

Moreover, the rise of online gaming communities and social platforms has further integrated
gaming into everyday life, fostering connections and collaborations among players across
geographical boundaries. This interconnectedness not only enhances the social aspects of
gaming but also facilitates knowledge sharing and skill development.

In summary, the shift from traditional to electronic games reflects the evolving preferences
and lifestyles of the digital native generation, who embrace gaming as a form of
entertainment, socialization, and skill development. As technology continues to advance, the
gaming landscape will likely continue to evolve, offering new opportunities for creativity,
learning, and connection in the digital age.

1.1 Main Objectives of each component

Need for Realistic Third Person Racing Simulator:

The need for a realistic third-person racing simulator arises from the desire for an immersive
and authentic racing experience that mirrors real-life driving. Such simulators provide a
platform for skill development, allowing players to practice driving techniques and master
racing fundamentals in a safe and accessible virtual environment. With a diverse range of
vehicles, tracks, and racing disciplines to choose from, these simulators cater to a wide
audience and offer long-term engagement. Moreover, the competitive multiplayer aspect
fosters a vibrant community where players can test their skills against others and participate
in organized events. Ultimately, the appeal of a realistic racing simulator lies in its ability to
deliver thrilling entertainment while offering opportunities for skill improvement and social
interaction.

2
Key Features of Realistic Third Person Racing Simulator:

 Virtual Motorsport: Simulates real-world racing events in digital environments, offering


authentic competition experiences.
 Gameplay: Involves vehicle customization, practice sessions, and intense races,
challenging players with dynamic and strategic racing scenarios.
 Racing Locations: Features diverse tracks and circuits inspired by real-world locations,
each presenting unique challenges and characteristics.
 Graphics Technology: Utilizes advanced engines to render lifelike vehicles,
environments, and weather effects for a visually stunning experience.
 Immersive Experience: Engages players with realistic audio design and VR support,
transporting them into the heart of intense racing action.

Challenges and Solutions:

 Realism vs. Accessibility: Implement adjustable difficulty settings, offering varying


levels of realism to cater to both hardcore racing enthusiasts and casual players. Provide
tutorials and assistive features for newcomers while offering advanced options for
experienced players.
 Licensing: Forge partnerships with automotive manufacturers and racing organizations to
secure licenses for real-world vehicles, tracks, and racing series. Alternatively, develop
fictional counterparts that closely resemble real-world counterparts while avoiding
licensing issues.
 Technical Complexity: Utilize iterative development processes to gradually refine and
optimize physics engines and graphics technology. Leverage industry-standard tools and
libraries to streamline development and address technical challenges efficiently.

Benefits of Realistic Third Person Racing Simulator:

 Accessibility: Virtual racing allows players of all ages and skill levels to experience the
thrill of motorsport, regardless of their physical location or access to real tracks and
vehicles.
 Immersive Experience: With cutting-edge graphics technology and immersive audio
design, players can feel like they're truly behind the wheel of a high-performance race car,
enhancing the overall gaming experience.
 Competitive Multiplayer: Online multiplayer functionality allows players to compete
against friends and other racing enthusiasts from around the world, fostering a vibrant and
competitive community.
 Social Interaction: Racing simulators often feature online communities and forums
where players can connect, share tips and strategies, and organize virtual racing events,
fostering social interaction and camaraderie among enthusiasts.

3
CHAPTER 02
LITERATURE SURVEY

4
2.0 Unreal Engine

Unreal Engine 5 was revealed on May 13, 2020, supporting all existing systems including the
next-generation consoles PlayStation 5 and Xbox Series X/S. Work on the engine started
about two years prior to its announcement. It was released in early access on May 26, 2021,
and formally launched for developers on April 5, 2022.

One of its major features is Nanite, an engine that allows for high-detailed photographic
source material to be imported into games. The Nanite virtualized geometry technology
allows Epic to take advantage of its past acquisition of Quixel, the world's largest
photogrammetry library as of 2019. The goal of Unreal Engine 5 was to make it as easy as
possible for developers to create detailed game worlds without having to spend excessive
time on creating new detailed assets. Nanite can import nearly any other pre-existing three-
dimension representation of objects and environments, including ZBrush and CAD models,
enabling the use of film-quality assets. Nanite automatically handles the levels of detail
(LODs) of these imported objects appropriate to the target platform and draw distance, a task
that an artist would have had to perform otherwise.

Lumen is another component described as a "fully dynamic global illumination solution that
immediately reacts to scene and light changes". Lumen eliminates the need for artists and
developers to craft a lightmap for a given scene, but instead calculates light reflections and
shadows on the fly, thus allowing for real-time behavior of light sources.

Virtual Shadow Maps is another component added in Unreal Engine 5 described as "a new
shadow mapping method used to deliver consistent, high-resolution shadowing that works
with film-quality assets and large, dynamically lit open worlds". Virtual Shadow Maps differs
from the common shadow map implementation in its extremely high resolution, more
detailed shadows, and the lack of shadows popping in and out which can be found in the
more common shadow maps technique due to shadow cascades.

Additional components include Niagara for fluid and particle dynamics and Chaos for a
physics engine. With potentially tens of billions of polygons present on a single screen at 4K
resolution, Epic also developed the Unreal Engine 5 to take advantage of the upcoming high-
speed storage solutions with the next-generation console hardware that will use a mix of
RAM and custom solid-state drives.

Epic had worked closely with Sony in optimizing Unreal Engine 5 for the PlayStation 5, with
Epic collaborating with Sony on the console's storage architecture. To demonstrate the ease
of creating a detailed world with minimal effort, the May 2020 reveal of the engine
showcased a demo called "Lumen in the Land of Nanite" running on a PlayStation 5 that was
built mostly by pulling assets from the Quixel library and using the Nanite, Lumen, and other
Unreal Engine 5 components to create a photorealistic cave setting that could be explored.
Epic affirmed that Unreal Engine 5 would be fully supported on the Xbox Series X as well,
but had been focused on the PlayStation 5 during the announcement as a result of their work
with Sony in the years prior.

Epic plans to use Fortnite as a testbed for Unreal Engine 5 to showcase what the engine can
do to the industry, with the game brought to use Unreal Engine 5 in December 2021.
Fortnite's Battle Royale mode received visual improvements via Unreal Engine 5.1 with the
launch of Chapter 4 on December 4, 2022. The Matrix Awakens, a tie-in experience ahead of

5
the release

5
of The Matrix Resurrections, was developed by Epic to be a further demonstration of Unreal
Engine 5 along with other technology that they had acquired over 2020 and 2021, including
their MetaHuman Creator developed and integrated into Unreal Engine 5 with technology
from 3Lateral, Cubic Motion, and Quixel.

Additional features planned for Unreal Engine 5 come from Epic's acquisitions and
partnerships. The MetaHuman Creator is a project based on technology from three companies
acquired by Epic—3Lateral, Cubic Motion, and Quixel—to allow developers to quickly
create realistic human characters that can then be exported for use within Unreal. Through
partnership with Cesium, Epic plans to offer a free plugin to provide 3D geospatial data for
Unreal users, allowing them to recreate any part of the mapped surface of Earth. Epic will
include RealityCapture, a product it acquired with its acquisition of Capturing Reality that
can generate 3D models of any object from a collection of photographs taken of it from
multiple angles, and the various middleware tools offered by Epic Game Tools.

Unreal Engine 5 retains the current royalty model, with developers returning 5% of gross
revenues to Epic Games, although this fee is waived for sales made through the Epic Games
Store. Further, Epic announced alongside Unreal Engine 5 that they will not take any fee
from games using any version of Unreal Engine for the first US$1 million in gross revenue,
retroactive to January 1, 2020. Epic said in October 2023 that it would be changing the
licensing approach for uses of Unreal in non-gaming applications such as in film and
television production to a per-seat license.

2.1 Blender

Blender is the free and open-source 3D creation suite. It supports the entirety of the 3D
pipeline—modeling, rigging, animation, simulation, rendering, compositing and motion
tracking, even video editing and game creation. Advanced users employ Blender’s API for
Python scripting to customize the application and write specialized tools; often these are
included in Blender’s future releases. Blender is well suited to individuals and small studios
who benefit from its unified pipeline and responsive development process. Examples from
many Blender-based projects are available in the showcase.

Blender is cross-platform and runs equally well on Linux, Windows, and Macintosh
computers. Its interface uses OpenGL to provide a consistent experience. To confirm specific
compatibility, the list of supported platforms indicates those regularly tested by the
development team.As a community-driven project under the GNU General Public License
(GPL), the public is empowered to make small and large changes to the code base, which
leads to new features, responsive bug fixes, and better usability. Blender has no price tag, but
you can invest, participate, and help to advance a powerful collaborative tool: Blender is your
own 3D software.

6
CHAPTER 03
SCOPE OF THE PROJECT

7
3.0 What is Project Scope

The project scope for the Third-Person Realistic Racing Simulator is a detailed document
delineating specific boundaries and objectives for the development endeavor. The primary
aim of the simulator is to create an immersive and authentic platform for racing enthusiasts,
enhancing the overall gaming experience. Key features within the scope encompass realistic
vehicle physics, high-quality graphics, diverse track selection, and comprehensive vehicle
customization options. Additionally, the scope includes AI opponents with human-like
behavior, multiplayer modes for social interaction, and a progression system for player
advancement.

User roles and responsibilities are clearly defined, with players taking on the role of drivers
and potentially modders contributing to the game's content. Technical specifications highlight
the use of cutting-edge game engines for graphics rendering and physics simulation, ensuring
a seamless and realistic gameplay experience. Constraints and limitations, including time
constraints, budget considerations, and hardware requirements, are acknowledged within the
scope to manage project expectations effectively.

Deliverables and milestones are outlined to track progress, ensuring measurable indicators of
success throughout the development cycle. Exclusions are explicitly defined to prevent scope
creep, focusing on what features or functionalities are not intended for inclusion in the
current iteration of the simulator. Finally, the project scope necessitates formal stakeholder
approval, fostering a shared understanding of the project's goals, limitations, and deliverables
among all involved parties. This comprehensive document serves as the guiding framework
for successful project management and the development of the Third-Person Realistic Racing
Simulator.

3.1 Project Scope Description

The project scope for the Third-Person Realistic Racing Simulator lays out a detailed plan
serving as the foundational guide for development efforts. At its essence, the project aims to
construct an immersive and user-centric racing experience. This involves crafting an interface
equipped with features such as realistic vehicle physics, high-quality graphics, diverse track
selection, comprehensive vehicle customization, and competent AI opponents.

User roles and responsibilities are clearly defined within the scope. Players assume the role of
drivers navigating the racing environment, while potentially including modders contributing
to game content. Technical specifications outline the utilization of cutting-edge game engines
for rendering graphics and simulating vehicle dynamics, ensuring a seamless and realistic
gameplay experience. The integration of advanced techniques, such as machine learning
algorithms for AI behavior and procedural generation for track design, further enriches the
gaming experience.

Acknowledging constraints and limitations, such as time, budget, and hardware


considerations, provides a realistic framework for project execution. Deliverables and
milestones are identified to track progress and ensure tangible outcomes throughout the
development lifecycle. The scope explicitly defines exclusions to prevent scope creep,
maintaining focus on achievable goals and features.

8
8
In summary, the project scope description serves as a comprehensive roadmap for
development, delineating objectives, functionalities, constraints, and deliverables. This
document facilitates a shared understanding among stakeholders, guiding effective project
management and successful realization of the Third-Person Realistic Racing Simulator.

3.2 Product Acceptance Criteria

The Product Acceptance Criteria for the Third Person Realistic Racing Simulator provide a
framework for evaluating the quality and functionality of the Third-Person Realistic Racing
Simulator, ensuring that it meets the expectations and standards of both developers and
players alike.
Key components of the product acceptance criteria include:

 Realism: The simulator must accurately replicate real-world driving physics, including
vehicle handling, tire grip, aerodynamics, and suspension dynamics, providing an
immersive experience for players.

 Graphics Quality: The graphics must be of high quality, featuring detailed car models,
realistic environments, dynamic weather effects, and lifelike animations to enhance visual
immersion.

 Diverse Track Selection: The simulator should offer a variety of tracks, including city
streets, professional circuits, off-road courses, and fictional tracks, providing diverse
racing experiences for players.

 Competent AI Opponents: AI opponents must demonstrate human-like behavior, such


as adapting to player actions, making mistakes, and employing strategic tactics during
races, providing challenging and realistic competition.

 Multiplayer Stability: Online multiplayer modes should provide stable and lag-free
experiences, supporting a sufficient number of players per race and offering matchmaking
options for fair competition.

 Technical Performance: The simulator should run smoothly on a range of hardware


configurations, optimizing performance while maintaining graphical fidelity and realistic
physics simulation.

 User Interface (UI) and User Experience (UX): The UI should be intuitive and user-
friendly, allowing for easy navigation and access to game features, while the overall user
experience should be engaging and immersive.

 Bug-Free Gameplay: The simulator should be free of game-breaking bugs, glitches, and
technical issues that detract from the overall gaming experience, ensuring smooth and
enjoyable gameplay for players.

 Accessibility: The simulator should be accessible to players of all skill levels and
abilities, offering adjustable difficulty settings, assistive driving aids, and accessibility
features to accommodate diverse audiences.

9
3.3 Project Constraints

The development of the Third-Person Realistic Racing Simulator is subject to a number of


constraints that shape the project's scope and execution. Firstly, strict time constraints dictate
adherence to a predefined timeline, with milestones and a final release date set in stone. Any
delays in development could potentially disrupt the project schedule and impact market
competitiveness.

Budget limitations also play a crucial role, with resources needing to be carefully allocated to
ensure project viability. Unexpected expenses or overspending could jeopardize the financial
health of the project. Additionally, technological limitations imposed by the chosen game
engine and development tools present challenges such as hardware compatibility,
performance optimization, and feature restrictions. Moreover, the availability of skilled
developers, artists, and other team members may be limited, affecting the pace and quality of
development. Recruiting and retaining talent poses its own set of challenges, particularly in
niche skill areas.

Legal and licensing considerations further add to the complexity, as obtaining necessary
licenses for real-world vehicle models, tracks, and intellectual property may be intricate and
costly. Compliance with copyright, trademark, and licensing agreements is paramount to
avoid legal issues.

Market competition is another significant constraint, as the racing simulation market is highly
competitive, with established franchises and indie developers vying for player attention. The
simulator must differentiate itself through unique features, gameplay mechanics, and
effective marketing strategies to stand out. Moreover, ensuring compatibility with various
gaming platforms, such as PC, consoles, and mobile devices, requires additional development
efforts and resources. Each platform has its own technical specifications and certification
requirements, adding complexity to the development process.

Localization and internationalization efforts also pose challenges, as adapting the simulator
for different languages, regions, and cultural preferences requires meticulous planning and
execution. Lastly, managing stakeholder expectations, including investors, publishers, and the
player community, is critical for project success.

Clear communication and transparency regarding project progress, challenges, and


milestones are essential to maintain trust and support. These constraints provide a framework
for navigating challenges and making informed decisions throughout the development of the
Third-Person Realistic Racing Simulator. By addressing these constraints proactively, the
project team can mitigate risks and increase the likelihood of success.

10
10
CHAPTER 04
DEVELOPMENT PHASE

11
4.0 Data Flows Diagram

 Level 0

Start
Player Game Start
Quit

 Level 1

input key
presses 1.0
Player
Prerequisit

If error on Enter Frame


key press Function
error handling
Store
Methods

Event listener
and start making Controllers
loops

2.0
Script
Events

Press and Release


of Key Mouse Design
Click Events

Libraries

graphics
objects call to
create
interface

3.0
Deployment
User Interface

12
 Level 2

Player

Checkpoint

Game Start Checkpoint

Game Win
Checkpoint missed/
Timer Runout

Game lost

Restart

13
4.1 Use case Diagram

14
4.2 Test Case

Test Specifi Objective Pre- Steps Input Expected Actual Status


Case- cation Requisite Data Output Output
ID
TC_01 Verify Ensure that the Game Start game Start game The game The game Pass
that the game can be installatio should launches
game launched n is launch without
starts without errors. complete. without any
success any errors, errors,
fully. displaying displaying
the main the main
menu or menu or
initial initial
loading loading
screen. screen.

TC_02 Verify Ensure that The game Observe Start The main The main Pass
that the players can is the screen Game menu menu is
main navigate launched after should displayed,
menu is through the successfu launching display, presenting
display game's main lly. the game. presenting options
ed after menu to access options such as
launchi different such as "Play",
ng the features and "Play", "Settings"
game. options. "Quit", , "Quit",
etc. etc.

TC_03 Verify Ensure that The main 1) Select Choose The game The game Pass
that players can menu is the "Play" New should starts a
players initiate a new displayed option Game start a new new race
can race session . from the race session,
start a from the main main session, allowing
new menu. menu. allowing players to
race 2) Choose players to select a
from the "New select a track,
the Race" track, choose a
main option. choose a car, and
menu. car, and configure
configure race
race settings
settings

15
TC_04 Verify Ensure that A new 1) Choose The The Pass
that players can race Navigate track from selected selected
players choose from session is through options race track race track
can available race initiated. the track available should be is
select a tracks before selection displayed displayed
track starting a race menu. as the race as the race
for the session. 2) Choose location location
race. a track for the for the
from the upcoming upcoming
available session. session.
options.
TC_05 Verify Ensure that A new 1) Choose The The Pass
that players can race Navigate car from selected selected
players choose a car session is through available car should car is
can from available initiated. the car options be displayed
select a options before selection displayed as the
car for starting a race menu. as the player's
the session. 2) Choose player's vehicle
race. a car from vehicle for for the
the the upcoming
available upcoming race
options. race session.
session.

TC_06 Verify Ensure that Race 1) Start game The race The race Pass
that players can settings Confirm session session
players initiate the are race should begins,
can race session configure settings. begin, and and
start the after selecting d. 2) Start players are players
race track, car, and the race placed on are placed
after configuring session. the on the
configu race settings. selected selected
ring track with track with
settings their their
. chosen chosen
car. car.

16
TC_07 Verify Ensure that The race 1) Use the Steer the Players Players Pass
that players can session appropriat car using should can
players accelerate, has e controls directional control the control
can brake, steer, started. to controls car's the car's
control and use other accelerate movement movement
the car controls to and brake. effectively effectivel
during maneuver the 2) Steer , y,
the car during the the car navigating navigating
race. race. using the through through
directional the race the race
controls or track and track and
steering respondin respondin
wheel. g to g to
obstacles obstacles
and and
corners. corners.

TC_08 Verify Ensure that The race 1)Cross Cross Race Race Pass
that players receive session the finish finish line results results are
players feedback on has line to to see win should be displayed,
can their ended. complete or lose displayed, showing
complet performance the race. showing the
e the and race 2) View the player's
race outcome after race player's has losed
and completing a results i.e has losed or won
view race session. win or or won
race lose.
results.

TC_09 Verify Ensure that the The game 1)Start the Gradually The The Pass
that the acceleration is race. increasing vehicle vehicle
player mechanic launched, 2)Gradual pressure should accelerate
can functions and a ly increase on the accelerate s
accelera correctly. race is pressure acceleratio smoothly, smoothly,
te the initiated. on the n input. increasing increasing
vehicle accelerati in speed in speed
smoothl on input. according according
y 3) to the to the
during Observe input input
a race. the provided. provided.
behavior
of the
vehicle.

17
TC_10 Verify Ensure that the The game 1)Start the Gradually The The Pass
that the braking is race. increasing vehicle vehicle
player mechanic launched, 2)Gradual pressure should decelerate
can functions and a ly increase on the decelerate s
brake correctly. race is pressure brake smoothly, smoothly,
the initiated. on the input. slowing slowing
vehicle brake down or down or
smoothl input. coming to coming to
y 3)Observe a stop a stop
during the according according
a race. behavior to the to the
of the input. input.
vehicle.

TC_11 Verify Ensure that the The game 1)Start the Left and The The Pass
that the steering is race. right vehicle vehicle
player mechanic launched, 2)Use steering should responds
can functions and a steering inputs respond smoothly
steer correctly. race is input to smoothly to steering
the initiated. turn the to steering input,
vehicle vehicle input, turning in
effectiv left and turning in the
ely right. the desired desired
during 3)Observe direction. direction.
a race. the
behavior
of the
vehicle.

TC_12 Verify Ensure that the The game 1)Start the Initiation The The Pass
that the drifting is race. of drift vehicle vehicle
player mechanic launched, 2)Enter a and should performs
can functions and a turn at steering perform a a
perform correctly. race is high speed inputs. controlled controlled
drifts initiated. and drift, drift,
effectiv initiate a maintainin maintaini
ely drift. g speed ng speed
during 3)Control and and
a race. the drift direction direction
using as per as per
steering player player
input. input. input.

18
TC_13 Verify Ensure that The game 1)Start the Racing Snow Snow Pass
that the weather is race under under affect affect
game conditions launched, different different vehicle vehicle
accurat affect and a weather weather handling, handling,
ely gameplay as race is conditions conditions reducing reducing
simulat expected. initiated. (snow). traction traction
es 2)Observe and and
weather changes in increasing increasing
effects vehicle the the
such handling likelihood likelihood
snow. and of sliding of sliding
traction. and loss of and loss
control. of control.

TC_14 Verify Ensure that The game 1)Start the Racing on Different Different Pass
that the different track is race on different track track
game surfaces and launched, different track surfaces surfaces
accurat terrain types and a track surfaces. and terrain and
ely affect vehicle race is surfaces types terrain
simulat handling as initiated. 2) affect types
es expected. Observe vehicle affect
environ changes in handling, vehicle
mental vehicle requiring handling,
factors handling adjustmen requiring
such as and ts in adjustmen
track traction driving ts in
surface technique. driving
and technique.
terrain.

TC_15 Verify Ensure that The game 1)Start the Intentional Vehicle Vehicle Pass
that the vehicle is race and collisions damage damage
game damage affects launched, intentional during the should affects
accurat gameplay as and a ly collide race. affect performan
ely expected. race is with performan ce, with
simulat initiated. objects or ce, with impaired
es other impaired handling,
vehicle vehicles. handling, reduced
damage 2)Monitor reduced speed, and
and its vehicle speed, and increased
impact damage increased likelihood
on and its likelihood of
perform effects on of mechanic
ance. performan mechanica al failures.
ce. l failures.

19
TC_16 Verify Ensure that The game 1)Start the Intentional Time Time not Pass
that the penalties are is race and delay in should not increased
game applied for launched, intentional reaching increase if if not
accurat violating and a ly delay the not reached
ely racing rules. race is getting to checkpoin reached the
simulat initiated. the ts the checkponi
es checkpoin checkponi ts before
penaltie ts ts before time is
s i.e not 2)Observe time is over
increasi if over
ng the penalties
time are
when applied.
not
crossed
the
check
points
on time

TC_17 Verify Ensure that The game 1) Start Racing The game The game Pass
that the audio effects is the race with audio should provides
game contribute to launched, and pay enabled. provide high-
provide the overall and a attention high- quality
sa realism of the race is to audio quality audio
realistic game. initiated. cues. audio effects
and 2) effects that
immersi Observe that enhance
ve the quality enhance immersio
audio and immersion n,
experie realism of , accurately
nce, engine accurately reflecting
includin sounds, reflecting the sounds
g tire the sounds of
engine screeches, of engines,
sounds and engines, tires, and
and environme tires, and the
environ ntal the environm
mental noises. environme ent.
noises. nt.

20
TC-18 Verify Ensure that The game 1) Navigatio The game The game Pass
that the players can is Navigate n through should provides
game easily launched. through game provide intuitive
provide understand and the game menus and intuitive controls
s use the game menus. use of controls that are
intuitiv controls. 2) Use different that are easy to
e and different input easy to understan
user- input devices. understan d and
friendly devices d and responsiv
controls (keyboard, responsive e to player
. gamepad, to player input.
steering input.
wheel) to
control the
game.

TC_19 Verify Ensure that The game 1) Start Racing The game The game Pass
that the visual is the race with should provides
game elements launched, and pay visual provide high-
provide contribute to and a attention effects high- quality
sa the overall race is to visual enabled. quality visuals
realistic realism and initiated. details. visuals that
and immersion of 2) that enhance
immersi the game. Observe enhance immersio
ve the quality immersion n,
visual and , featuring featuring
experie realism of realistic realistic
nce, vehicle vehicle vehicle
includin models, models, models,
g environme detailed detailed
vehicle nts, and environme environm
models, special nts, and ents, and
environ effects impressive impressiv
ments, such as special e special
and weather effects. effects.
special conditions
effects. and
lighting.

21
TC_20 Verify Ensure that the The game 1) Start Launching The game The game Pass
that the game runs is the game the game should run runs
game smoothly launched on on smoothly smoothly
provide without on different different on on
sa significant lag different hardware hardware different different
smooth or hardware configurat configurat hardware hardware
and performance configura ions. ions. configurat configurat
stable issues. tions 2) Play ions, ions,
perform (low-end, the game maintainin maintaini
ance mid- and g ng
across range, monitor consistent consistent
differen high- performan frame frame
t end). ce. rates and rates and
hardwar performan performan
e ce. ce.
configu
rations.

TC_21 Verify Ensure that The game 1) Drive Driving Collisions Collisions Pass
that the collisions is vehicles vehicles between between
game between launched, into into vehicles vehicles
provide vehicles and and a various objects. and and
s objects are race is objects objects objects
accurat detected and initiated. such as should be are
e resolved barriers, detected detected
collisio appropriately. walls, or accurately, accurately
n other resulting , resulting
detectio vehicles. in in
n 2) appropriat appropriat
betwee Observe e visual e visual
n collision and and
vehicles detection physical physical
and and responses responses
objects. response. such as such as
vehicle vehicle
damage, damage,
bouncing bouncing
off off
objects, or objects, or
slowdown. slowdown
.

22
TC_22 Verify Ensure that the The game Navigate Navigatin The user The user Pass
that the user interface is through g through interface interface
game functions launched. various the user should operates
provide smoothly and menus and interface. operate smoothly,
sa responds to options. smoothly, with
smooth player inputs with responsiv
and promptly. responsive e controls
respons controls and
ive user and minimal
interfac minimal input lag,
e. input lag, enhancing
enhancing the overall
the overall user
user experienc
experience e.
.
TC_23 Verify Ensure that The game 1) Select Driving Each car Each car Pass
that different car is different different model model
each models offer launched. car car should exhibits
car distinct models models. exhibit unique
model handling, from the unique attributes
has acceleration, vehicle attributes and
unique top speed, and selection and characteri
attribut braking menu. characteris stics,
es and performance. 2) Drive tics, providing
charact each car providing players
eristics. model on players with a
the same with a diverse
track diverse range of
under range of driving
similar driving experienc
conditions experience es.
3) s.
Observe
and
compare
their
handling,
accelerati
on, top
speed, and
braking
performan
ce.

23
TC_24 Verify Ensure that car The game 1) Select a Comparin The in- The in- Pass
that car models are is car model g in-game game car game car
models faithful launched. known for car models model model
accurat representations its real- with real- should closely
ely of their real- life life closely resembles
represe life counterpar counterpar resembles its real-
nt real- counterparts in t. ts. its real-life life
life terms of 2) counterpar counterpa
counter appearance Compare t in terms rt in terms
parts. and the in- of of
performance. game car appearanc appearanc
model e and e and
with performan performan
images or ce, ce,
specificati maintainin maintaini
ons of the g ng
real-life authenticit authenticit
counterpar y and y and
t. immersion immersio
. n.

TC_25 Verify Ensure that car The game 1) Drive a Simulatin Car model Car Pass
that car models is car model g should models
models accurately launched, into collisions exhibit exhibit
have depict damage and a various with car realistic realistic
realistic and race is objects or models. damage damage
damage deformation in initiated. other and and
modelin response to vehicles to deformati deformati
g. collisions and simulate on in on in
impacts. collisions. response response
2) to to
Observe collisions collisions
the and and
damage impacts, impacts,
and enhancing enhancing
deformati immersion immersio
on of the and n and
car realism. realism.
model's
body and
componen
ts.

24
TC_26 Verify Ensure that The game 1) Select a Driving Audio Audio Pass
that car audio effects is car model with audio effects effects
models associated launched. and start enabled should associated
have with each car driving. for car associate with each
realistic model, such as 2) Pay models. with each car model
audio engine sounds attention car model are
effects. and exhaust to audio are realistic
notes, are cues such realistic and
realistic and as engine and immersive
immersive. sounds, immersive ,
gear , enhancing
shifts, and enhancing the overall
tire the overall driving
screeches. driving experienc
experience e.
.
TC_27 Verify Ensure that A race Drive Driving Checkpoin Checkpoi Pass
that cheeckpoints session is along the along race ts should nts are
checkp are initiated race track track be appropriat
oints strategically on a race and pass appropriat ely
are positioned at track through ely positioned
properl intervals along with each positioned along the
y the race track checkpoi checkpoin along the race track,
placed to mark nts. t. race track, providing
along specific providing clear
the race sections or clear markers
track. milestones. markers for
for progressio
progressio n and
n and navigation
navigation .
.
TC_28 Verify Ensure that A race 1)Drive Drive the Passing Passing
that passing session is the car car through a through a
passing through a ongoing, through a through checkpoin checkpoin
through checkpoint and the checkpoin checkpoin t should t
a updates the lap player t. ts increment increment
checkp count. approach 2) s the lap s the lap
oint es a Observe count (if count (if
will checkpoi the race applicable applicable
increase nt. HUD or ) )
the time progress
in the indicators.
race.

25
TC_29 Verify Ensure that A race 1)Drive Drive Checkpoin Checkpoi Pass
that checkpoints session is along the along the ts should nts are
checkp are clearly initiated race track race track be clearly clearly
oints visible and on a race and visible and visible
are distinguishable track observe identifiabl and
visible from the with the e to identifiabl
and surrounding checkpoi checkpoin players, e to
easily environment, nts. ts. ensuring players,
identifi allowing 2) Note they can ensuring
able to players to the navigate they can
players. locate them visibility the race navigate
easily. and track the race
distinctive effectively track
ness of . effectivel
checkpoin y.
t markers.

TC_30 Verify Ensure that A race Drive Drive Checkpoin Checkpoi Pass
that checkpoint session is along the along the t markers nt markers
checkp markers are initiated race track race track are placed are placed
oint positioned in a on a race and strategical strategical
markers way that does track navigate ly to guide ly to
do not not obstruct with through players guide
obstruct the race track checkpoi checkpoin along the players
the race or impede nts. ts. race track along the
track or player without race track
hinder progress. obstructin without
gamepl g the obstructin
ay. racing line g the
or racing line
hindering or
gameplay. hindering
gameplay.

26
TC_31 Verify Ensure that A race 1)Complet Complete Passing Passing Pass
that passing session is e the final final lap through through
passing through the ongoing, lap and the final the final
through final and the drive checkpoin checkpoin
the checkpoint on player through t on the t on the
final the last lap approach the last last lap last lap
checkp signifies the es the checkpoin should triggers
oint completion of final t. trigger race
complet the race. checkpoi 2) race completio
es the nt. Observe completio n,
race. the race n, indicating
completio indicating that the
n that the race has
indicators. race has finished.
finished.

TC-32 Verify Ensure that The race 1) Use the Use restart The race The race Pass
that players can session is restart race should restarts,
players restart the race ongoing, race option restart, and the
can from a and the option and the player's
restart checkpoint or player's from the player's car is
the race starting line car has pause car is placed at
after after crashing crashed menu or placed at the
crashin or going off- or gone respawn at the starting
g or track. off-track. the starting line or a
going starting line or a designate
off- line. 2) designated d respawn
track. Resume respawn point.
the race. point.

TC-33 Verify Ensure that The race 1) Use the Use quit The race The race Pass
that players can session is quit race race session session
players exit the current ongoing. option option should ends, and
can quit race session from the ends, and the player
the race and return to pause the player is returned
and the main menu menu. is returned to the
return without issues. 2) to the main
to the Confirm main menu
main the menu without
menu. decision without any
to quit the any errors. errors.
race.

27
4.3 Test Plan

Test Plan 01:

Test Plan Identifier TP_01


Introduction This test plan outlines the approach, tasks, and
resources required to thoroughly test the Realistic
Third-Person Racing Simulator Game.
Test Items The test items include all components and
functionalities of the racing simulator game,
including physics engine, AI behavior, user
interface, multiplayer functionality, etc.
Features to be tested All features and functionalities of the game will be
tested to ensure they meet quality standards and
user expectations.
Features not to be tested Hardware-specific optimizations and third-party
software integrations will not be tested as part of
this plan.
Approach 1. It has to follow black box testing, where all the
analysis of inputs and outputs will be done and
will be released to the customer.
2. In black box testing, the customer will check all
the features of the software and will give the
feedback to the developer.
Item pass/fail criteria For pass criteria:
1)The size functionality of page setup should
function properly.
2)The orientation should be applied properly.
For fail criteria: Any option/feature of page setup
not working.
Suspension and Resumption Criteria Suspension criteria: Testing for all dependent
features will be suspended if a test case fails and
the failed test case needs to be logged into the test
log which will contain the description of error.
Resumption criteria: The test cases which are not
dependent on the cases where bugs raised will be
executed in parallel with fixing of the bugs in the
dependent test cases. Once the bugs are fixed or
the failed test cases, then the testing of those will
be resumed.
Requirements and Test Delivarables 1. Test cases
2. Test plan
3. Test scripts
4. Defect logs
5. Test report
Testing Task Test summary report needs to be prepared.

28
Environmental Needs Place: Computer lab
How much space: A lab that can accommodate 2-
3 PCs
Hardware: Intel i3, 4 GB RAM
Software: Windows 10
Responsibilities Black box testing: Shreya Palande & Sanskruti
Jagtap
White box testing: Jayesh Wagh & Soham Vaity
Staffing and Training Needs This project consists of 3 members. The project
leader will ensure that the members of this project
are experienced in the following:
Testing tool implementation
Software testing concepts
General testing techniques
Database Management
Schedule For White Box Testing:7 days
For Black Box Testing:5 days
Risks and Contingencies Risks:
Testing will be delayed if application is
inaccessible.
All the test cases may not be executed
successfully due to time constraint.
A large number of defects may create a situation
where it is impossible to execute all the test cases.
Contingencies:
Continue to test the application when the access is
re-established.
Extend the time constraints for successful
execution of the testcases.
Remove major defects in white box testing.
Approvals 1. Program manager: Jayesh Wagh & Soham
Vaity
2. Test manager: Sanskruti Jagtap
3. Test leader: Shreya Palande

Test Plan 02:

Test Plan Identifier TP_02


Introduction This test plan outlines the testing approach, tasks,
and resources required to ensure the quality and
reliability of the Realistic Third-Person Racing
Simulator Game.
Test Items All components and features of the racing
simulator game, including physics engine, vehicle
mechanics, audiovisual elements, multiplayer
functionality, etc.

29
Features to be tested Vehicle Handling: Assess the responsiveness and
realism of vehicle controls.
Graphics and Rendering: Evaluate the quality and
performance of graphics rendering, including
textures, lighting, and special effects.
User Interface: Check the usability and
effectiveness of the user interface elements,
including menus, HUD, and settings.
Features not to be tested Hardware-specific optimizations and third-party
software integrations are not within the scope of
this test plan.
Approach 1. It has to follow black box testing, where all the
analysis of inputs and outputs will be done and
will be released to the customer.
2. In black box testing, the customer will check all
the features of the software and will give the
feedback to the developer.
Item pass/fail criteria For pass criteria:
1)The size functionality of page setup should
function properly.
2)The orientation should be applied properly.
For fail criteria: Any option/feature of page setup
not working.
Suspension and Resumption Criteria Suspension criteria: Testing for all dependent
features will be suspended if a test case fails and
the failed test case needs to be logged into the test
log which will contain the description of error.
Resumption criteria: The test cases which are not
dependent on the cases where bugs raised will be
executed in parallel with fixing of the bugs in the
dependent test cases. Once the bugs are fixed or
the failed test cases, then the testing of those will
be resumed.
Requirements and Test Delivarables 1. Test cases
2. Test plan
3. Test scripts
4. Defect logs
5. Test report
Testing Task Test summary report needs to be prepared.
Environmental Needs Place: Computer lab
How much space: A lab that can accommodate 2-
3 PCs
Hardware: Intel i3, 4 GB RAM
Software: Windows 10
Responsibilities Black box testing: Shreya Palande & Sanskruti
Jagtap
White box testing: Jayesh Wagh & Soham Vaity

30
Staffing and Training Needs This project consists of 3 members. The project
leader will ensure that the members of this project
are experienced in the following:
Testing tool implementation
Software testing concepts
General testing techniques
Database Management
Schedule For White Box Testing:7 days
For Black Box Testing:5 days
Risks and Contingencies Risks:
Testing will be delayed if application is
inaccessible.
All the test cases may not be executed
successfully due to time constraint.
A large number of defects may create a situation
where it is impossible to execute all the test cases.
Contingencies:
Continue to test the application when the access is
re-established.
Extend the time constraints for successful
execution of the testcases.
Remove major defects in white box testing.
Approvals 1. Program manager: Jayesh Wagh & Soham
Vaity
2. Test manager: Sanskruti Jagtap
3. Test leader: Shreya Palande

31
4.4 Defect Report

Defect Report 01:

Id DR_01
Project Realistic Third Person Racing Simulator Game
Product Racing Simulator
Release Version v1.2.0
Module Graphics
Detected Build Build 1.2.0.1234
Version
Summary Texture flickering observed on certain tracks.
Description When racing on tracks with high poly count, texture flickering occurs
intermittently, especially on sharp turns or when the camera angle
changes rapidly.
Steps To Replicate Select Track A from the main menu.
Start a race with any car.
Navigate through the track, focusing on sharp turns and camera angle
changes.
Actual Results Textures flicker and momentarily disappear during gameplay,
affecting immersion and visual fidelity.
Expected Results Textures should remain stable and properly rendered throughout
gameplay, ensuring a smooth visual experience.
Attachments [Attached video demonstrating the issue]
Remarks This issue seems to be more prominent on lower-end hardware
configurations.
Defect Severity Medium
Defect Priority High
Reported By
Assigned To
Status New
Fixed Build v1.3.0
Version

32
Defect Report 02:

Id DR_02
Project Realistic Third Person Racing Simulator Game
Product Racing Simulator
Release Version V2.0.1
Module User Interface/HUD/Graphics Rendering/etc.
Detected Build Build 2.0.1.4567
Version
Summary HUD elements disappear intermittently during gameplay.
Description Certain HUD elements, such as the speedometer, minimap, and lap
counter, intermittently disappear from the screen during gameplay,
hindering players' ability to monitor important race information.
Steps To Replicate Start any race event.
Monitor the visibility of HUD elements throughout the race.
Actual Results HUD elements vanish from the screen unexpectedly, making it
difficult for players to gauge their speed, track position, and race
progress.
Expected Results HUD elements should remain consistently visible throughout
gameplay, providing players with essential race information at all
times.
Attachments [Screenshot or video demonstrating the disappearance of HUD
elements, if available]
Remarks This issue disrupts gameplay immersion and hampers players' ability
to make informed decisions during races.
Defect Severity Medium
Defect Priority High
Reported By
Assigned To
Status New
Fixed Build v3.0.1
Version

33
CHAPTER 05
TIMELINE CHART

34
35
CHAPTER 06
OUTPUT OF MAJOR PROJECT

36
37
38
39
40
41
42
43
44
45
\

CHAPTER 07
CONCLUSION & FUTURE SCOPE

46
8.0 Conclusion

Revolutionizing the virtual racing experience, our state-of-the-art racing game simulator,
powered by Unreal Engine 5.2, delivers unparalleled thrills with its realistic graphics,
responsive controls, dynamic environments, and authentic physics. Dive into the immersive
world of virtual racing, where players can customize their vehicles, navigate diverse tracks
with AI opponents presenting distinct challenges, and engage in real-time multiplayer
competitions for a heightened level of excitement. With every detail meticulously crafted,
from the lifelike visuals to the precise controls, our simulator sets a new standard, offering
enthusiasts an unparalleled and captivating virtual racing adventure.

8.1 Future Scope

The future scope of Racing Game Simulator, powered by Unreal Engine 5.2, is filled with
exciting possibilities and potential advancements that could further revolutionize the virtual
racing experience. As technology continues to evolve, there are several avenues for growth
and enhancement that could take your simulator to new heights.

One potential area of development is the integration of virtual reality (VR) technology into
your simulator. By incorporating VR capabilities, players could be fully immersed in the
racing world, feeling as though they are actually sitting in the driver's seat of their customized
vehicle. This heightened level of immersion could elevate the gaming experience to a whole
new level, making every race feel even more realistic and engaging.

Another aspect to consider for the future is the implementation of augmented reality (AR)
features. By blending virtual elements with the real world environment, players could have a
more interactive and dynamic racing experience. Imagine being able to race on virtual tracks
overlaid on your physical surroundings, creating a unique and personalized gameplay
experience.

Furthermore, advancements in artificial intelligence (AI) could enhance the behavior and
realism of the AI opponents in the game. By making the opponents more intelligent and
adaptive, players would face even greater challenges and have to strategize and adapt their
racing tactics accordingly, adding a layer of complexity and excitement to the gameplay.

Additionally, the inclusion of more customization options for vehicles, tracks, and game
modes could further enhance player engagement and personalization. Allowing players to
have more control over their gaming experience and tailor it to their preferences could
increase player retention and satisfaction.

Moreover, exploring opportunities for cross-platform compatibility and cloud gaming could
widen the reach of your simulator, enabling players to enjoy the game on various devices and
collaborate with a larger community of racing enthusiasts.

In conclusion, the future of racing game simulator is brimming with potential for
advancements in technology, gameplay features, and user experience. By embracing
innovation and staying at the forefront of gaming trends, your simulator has the opportunity
to continue setting new standards and captivating enthusiasts with its unparalleled virtual
racing adventure.

47
47
CHAPTER 08
REFERENCES

48
9.0 References

 https://docs.unrealengine.com/5.3/en-US/
 https://docs.blender.org/
 https://forums.unrealengine.com/tags/c/community/12/unreal-engine
 https://docs.blender.org/manual/en/2.79/game_engine/physics/types/vehicle.html
 https://www.hindawi.com/journals/ijcgt/2015/839721/
 https://www.researchgate.net/publication/
323878455_3D_Model_Based_Process_in_Automotive_Industry
 https://blenderartists.org/t/car-modeling-workshop-join-in/491241
 https://www.unrealengine.com/marketplace/en-US/store?sessionInvalidated=true
 https://youtu.be/RCENBs5POA?si=cH4XuAIEsjrwhWv3
 https://youtu.be/T6vvnLRzjvY?si=6bdUHei4xw7ztHXU

49
CHAPTER 09
ANNEXURE

50
1. Unreal Engine

Unreal Engine features advanced graphics rendering, robust physics simulation, and
extensive tools for game development, virtual reality, and architectural visualization.

2. Blender

Blender features comprehensive 3D modeling, animation, rendering, simulation, and


compositing tools, all in one free and open-source package.

3. C++

C++ offers high performance, versatility, and flexibility, making it a popular choice for
developing a wide range of software applications, including games, operating systems, and
system software.

4. OpenGL

OpenGL provides cross-platform compatibility and a powerful set of graphics rendering


functions for developing high-performance 2D and 3D graphics applications across various
platforms and devices.

51
CHAPTER 10
INTERNATIONAL PAPER
PUBLISHED ON PROJECT

52
Volume 12, Issue 2, February 2024

Impact Factor: 8.379

52
International Journal of Innovative Research in Computer and Communication Engineering
| e-ISSN: 2320-9801, p-ISSN: 2320-9798| www.ijircce.com | |Impact Factor: 8.379 | Monthly Peer Reviewed & Referred Journal |

|| Volume 12, Issue 2, February 2024 ||

| DOI: 10.15680/IJIRCCE.2024.1202014 |

Realistic Third Person Racing Simulator


Anklesha Thakare (GUIDE), Soham Vaity, Jayesh Wagh, Sanskruti Jagtap, Shreya Palande
Thakur Polytechnic, College of Engineering, Thakur Complex, Kandivali (East), Mumbai, India

ABSTRACT: The Realistic Third-Person Racing Simulator is a groundbreaking virtual motorsport experience,
pushing the boundaries of realism in gameplay and graphics. It adopts a unique third-person perspective, combining
cutting-edge technology with meticulous attention to detail. The simulator boasts stunning visuals, dynamic weather,
and lighting, capturing the essence of various racing locations. Realism extends beyond visuals to include a
comprehensive telemetry system for fine-tuning vehicle performance. With multiplayer functionality, real-time voice
chat, and customizable lobbies, it offers a socially engaging and competitive experience. Overall, this simulator sets a
new standard by delivering a blend of realism, attention to detail, and immersive gameplay for both casual gamers and
dedicated motorsport enthusiasts.

KEYWORDS: Virtual Motorsport, Gameplay, Racing Locations, Graphics Technology, Immersive Experience

I. INTRODUCTION

Games have become an integral part of everyday life for many people. A traditional game often presents a situation
where players engage in an artificial conflict, defined by rules and results in a quantifiable outcome. Such artificial
conflicts are often represented as a puzzle or a challenge, and having the puzzle solved or the challenge resolved
provides a real-world purpose to the game players. This type of games is sometimes referred to as serious games.
However, this kind of traditional or serious games has been increasingly replaced by electronic games, especially for
the so-called game generation. This generation typically consists of digital natives, who in contrast to the digital
immigrants of the older generation, grew up playing a lot of games and who are trained in skills such as dealing with
large amounts of information quickly even at the early ages, using alternative ways to get information, and finding
solutions to their own problems through new communication paths.

II. LITERATURE REVIEW

Over the years, the evolution of virtual racing simulations has closely followed advancements in various aspects of the
gaming experience. Early versions primarily focused on basic features like racing tracks and vehicle models, akin to
emergency call systems and campus lighting improvements. While crucial, these had limitations in terms of realism,
user experience, and overall engagement.

The emergence of cutting-edge simulators, such as Real Speed Thrive, signifies a notable progression. These
simulations leverage the latest in graphics technology and real-time data, providing an immediate and realistic racing
experience. Additionally, the focus has shifted towards proactive, data-driven approaches, where in-game performance
data is analysed to identify patterns and enhance driving skills. The emphasis on realistic physics and dynamic weather
reflects a growing recognition of the importance of addressing not only the immediate racing challenges but also the
nuanced aspects of immersive gameplay.

Furthermore, the integration of multiplayer functionality and community engagement has gained prominence,
reinforcing the idea that racing is a collective and socially engaging experience, transcending the mere provision of
racing tracks. As technology continues to advance, the evolution of realistic third-person racing simulators is expected
to further refine and expand their impact on the virtual motorsport experience for all players, irrespective of gender.

IJIRCCE©2024 | An ISO 9001:2008 Certified Journal | 822


International Journal of Innovative Research in Computer and Communication Engineering
| e-ISSN: 2320-9801, p-ISSN: 2320-9798| www.ijircce.com | |Impact Factor: 8.379 | Monthly Peer Reviewed & Referred Journal |

|| Volume 12, Issue 2, February 2024 ||

| DOI: 10.15680/IJIRCCE.2024.1202014 |

Fig.
1:

Fig. 2:

Fig. 3:

III. FEATURES

1. Immersive Third-Person Perspective:


Immerse yourself in the racing world through a dynamic third-person viewpoint, offering a comprehensive field of
vision that enhances situational awareness.
This perspective provides a more realistic representation of the racing environment, allowing players to appreciate their
vehicle's movements and surroundings.

IJIRCCE©2024 | An ISO 9001:2008 Certified Journal | 823


International Journal of Innovative Research in Computer and Communication Engineering
| e-ISSN: 2320-9801, p-ISSN: 2320-9798| www.ijircce.com | |Impact Factor: 8.379 | Monthly Peer Reviewed & Referred Journal |

|| Volume 12, Issue 2, February 2024 ||

| DOI: 10.15680/IJIRCCE.2024.1202014 |

Fig. 4:

2. Cutting-Edge Graphics Technology:


Experience visually stunning racing landscapes, thanks to state-of-the-art graphics technology.
The technology employed captures the essence of each racing location, whether it's the iconic circuits with sun-soaked
tarmac or the challenging and diverse terrains of rally stages.

3. Realistic Physics:
Enjoy an authentic driving experience with physics that faithfully replicate real-world dynamics.
Feel the impact of acceleration, the responsiveness of braking, and the nuances of vehicle handling, adding a layer of
realism that enhances the overall gameplay.

4. AI Racing Challenge:
Embark on an exhilarating solo adventure by engaging in thrilling races against a variety of AI opponents. From quick
one-on-one duels for immediate excitement to immersive racing campaigns that promise a more extended and
challenging gaming experience.

5. Proactive Data-Driven Approaches:


Dive into a more strategic and skill-focused gameplay experience by analyzing in-game performance data.
Identify patterns in your racing style, strengths, and areas for improvement, facilitating continuous learning and skill
enhancement as you progress through the game.

Fig. 5: Island Map

IJIRCCE©2024 | An ISO 9001:2008 Certified Journal | 824


International Journal of Innovative Research in Computer and Communication Engineering
| e-ISSN: 2320-9801, p-ISSN: 2320-9798| www.ijircce.com | |Impact Factor: 8.379 | Monthly Peer Reviewed & Referred Journal |

|| Volume 12, Issue 2, February 2024 ||

| DOI: 10.15680/IJIRCCE.2024.1202014 |

Fig. 6: Island Map

Fig. 7: E-Magazine

IV. TECHNOLOGIES USED

Sr. Requirement Tools Description


No.
1 Real-time Unreal
Unreal Engine,
Game Engine
developed by Epic
Rendering Games, is a cutting
edge game development
framework known for
its AAA graphics
realistic rendering, and
cross platform
capabilities
2 Visual Effects Blender Blender is a powerful
Production and versatile open-
source 3D creation
suite, renowned for its
extensive capabilities in
3D modeling,
animation, rendering,
and more.
Table 1 : Technologies Used

V. IMPACT

The Realistic Third-Person Racing Simulator makes a significant impact on the gaming landscape by delivering an
immersive experience that transcends traditional racing simulations. With its dynamic third-person perspective, cutting-
edge graphics technology, and realistic physics, the simulator creates a visually stunning and authentic driving
environment. This not only enhances the overall gaming experience but also draws players into a lifelike racing world.

IJIRCCE©2024 | An ISO 9001:2008 Certified Journal | 825


International Journal of Innovative Research in Computer and Communication Engineering
| e-ISSN: 2320-9801, p-ISSN: 2320-9798| www.ijircce.com | |Impact Factor: 8.379 | Monthly Peer Reviewed & Referred Journal |

|| Volume 12, Issue 2, February 2024 ||

| DOI: 10.15680/IJIRCCE.2024.1202014 |

The inclusion of multiplayer functionality fosters social interaction, allowing players to compete against friends and
rivals in various race modes, contributing to a sense of community within the gaming environment. Proactive data-
driven approaches, such as performance data analysis, promote skill development and strategic gameplay, adding depth
and engagement to the racing experience. Acknowledging cultural and psychological aspects further enriches the
gaming environment, creating a more inclusive and enjoyable atmosphere. As technology advances, the simulator's
ongoing innovation ensures its relevance, promising a lasting impact on the virtual motorsport experience. The
emphasis on community responsibility and positive engagement cements the Realistic Third-Person Racing Simulator
as a comprehensive and influential player in the gaming realm.

VI. LIMITATIONS
1. Hardware Requirements:
The demanding hardware requirements of the Realistic Third-Person Racing Simulator could pose a barrier to entry for
some users. High-end graphics cards, substantial RAM, and powerful processors may be necessary for an optimal
gaming experience. Users with less powerful gaming systems may need to compromise on visual quality and may
encounter issues with smooth gameplay, impacting their overall satisfaction with the simulator.

2. Learning Curve:
The simulator's commitment to realistic physics and dynamic gameplay introduces a potentially steep learning curve,
especially for novice gamers. Mastering the nuances of vehicle handling, understanding race strategies, and adapting to
dynamic conditions may require a considerable investment of time and practice. This learning curve could potentially
discourage casual gamers or those seeking a more immediate and accessible gaming experience.

3. Dependency on Internet Connection:


The simulator's reliance on a stable internet connection, particularly for multiplayer functionality and real-time data
analysis, introduces a limitation for players in areas with limited or unreliable internet access. Disruptions or limitations
in certain features due to connectivity issues may hinder the overall gaming experience, especially for those who prefer
or are limited to offline play.

4. Limited Platform Availability:


Depending on the developer's strategy, the simulator may have restrictions in terms of platform availability. If it is
exclusive to specific gaming consoles or PC systems, users on alternative platforms may be excluded from
experiencing the game. This limitation can be a drawback for gamers who prefer or are limited to gaming on different
platforms, impacting the potential player base and community diversity.

VII. CONCLUSION

Revolutionizing the virtual racing experience, our state-of-the-art racing game simulator, powered by Unreal Engine
5.2, delivers unparalleled thrills with its realistic graphics, responsive controls, dynamic environments, and authentic
physics. Dive into the immersive world of virtual racing, where players can customize their vehicles, navigate diverse
tracks with AI opponents presenting distinct challenges, and engage in real-time multiplayer competitions for a
heightened level of excitement. With every detail meticulously crafted, from the lifelike visuals to the precise controls,
our simulator sets a new standard, offering enthusiasts an unparalleled and captivating virtual racing adventure.

REFERENCES

[1] https://docs.unrealengine.com/5.3/en-US/
[2] https://docs.blender.org/
[3]https://forums.unrealengine.com/tags/c/community/12/unreal-engine
[4]https://docs.blender.org/manual/en/2.79/game_engine/physics/types/vehicle.htm l
[5]https://www.hindawi.com/journals/ijcgt/2015/839721/
[6]https://www.researchgate.net/publication/323878455_3D_Model_Based_Process_in_Automotive_Industry
[7]https://blenderartists.org/t/car-modeling-workshop-join-in/491241
[8] https://www.unrealengine.com/marketplace/en-US/store?sessionInvalidated=true
[9]https://youtu.be/RCENBs5POA?si=cH4XuAIEsjrwhWv3 [10]https://youtu.be/T6vvnLRzjvY?
si=6bdUHei4xw7ztHXU

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