   Diploma thesis
  Hello :-) I am a student, and for my diploma thesis i am developing a racing game.The problem is that, making just the game is not enough.I have to do something special in my game ,for example applying AI algorithms or damage model. So , i would like to hear your suggestions  :-)   
  The way you will be graded on this will be based on the technology you use not the scenario and your results have to be measurable. I'm sure you will have seen the terms qualitative and quantitative and if you haven't I suggest you start reading up on it.For my final year project I got a car to drive around a track on its own, I used an artificial neural network to do it. I done quantitative research as I was able to analyse the different configurations and say which one was better and why. This is important!If you want to make a damage model then you may want to look at comparing 2 different algorithms. Your results will explain which algorthm was better and why.The best advice I can give you is plan your project in the reverse order to the way you previously described. For example, I would say: I want to compare 2 mesh deformation algorithms - I could use a racing game, or I want to compare 2 path finding algorithms - I will create a maze game.Hope this helps ;-)   ;  Hi,Probably best approach could be implementing more than one algorithm or mechanism to a certain problem and compare them in some way...For example; if you work on pathfinding, you should start to work with A* but also you can try Potential Fields to show which approach works better and why. Then you can report them in a proper way.It is generally all about your supervisor to decide if your work is good or not so try to stay in touch as much as you can with him/her.Cheers   ;  With regard to damage: I don't know how much physics or material science background you have, but you may want to look at some of the open source collision detection/physics engines available (ODE, Bullet, etc.). They make an excellent basis for simulation, but they use rigid body physics for the most part and don't take into consideration energy absorption, which limits the ability to simulate damage. You could extend the physics of one of those libraries to better simulate energy conversion.Car bodies absorb a tremendous amount of energy (converting the energy of motion/friction to heat, sound and material deformation) when they hit walls and other cars, one effect being that the momentum loss on impact helps to prevent rollover and results in skidding or sliding instead. E.g., in general, Indy type cars with no outer energy absorbing materials tend to flip and roll more than NASCAR type car with outer shells as a result of contact with walls, etc.You may be able to demonstrate the benefits of crushable body panels.   ;  Well , i have already built some basic levels for my game with the game engine Unity 3D so i can't change engines.I think that unity has built-in PhysX from Nvidia.But you all gave a lot to think about and i have a lot of searching to do .Thank you :-)[Edited by - mcnikolas on November 24, 2009 1:12:28 AM]