Difference between revisions of "OpenRacing WIP"

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== Tasks ==
 
== Tasks ==
  
== Ogre renderer ==
+
=== Ogre renderer ===
 
* Automatic car 3D model conversion. (can be called "automatic AC3D to Ogre conversion").
 
* Automatic car 3D model conversion. (can be called "automatic AC3D to Ogre conversion").
 
* Automatic track 3D model conversion from Torcs-NG's data (starting from trackgen). Should warn about unsupported geometry and such.
 
* Automatic track 3D model conversion from Torcs-NG's data (starting from trackgen). Should warn about unsupported geometry and such.
==  Driver ==
+
===  Driver ===
 
* Load sharpy's driver, make it run a car : ''Keith will do''
 
* Load sharpy's driver, make it run a car : ''Keith will do''
==  User interface ==
+
===  User interface ===
 
* Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...) : ''WIP''
 
* Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...) : ''WIP''
 
* Work on the installation process
 
* Work on the installation process
Line 78: Line 78:
 
== Old tasks ==
 
== Old tasks ==
  
== Ogre renderer ==
+
=== Ogre renderer ===
 
* <strike> Make a camera follows a car (from behind)</strike> : ''DONE''.
 
* <strike> Make a camera follows a car (from behind)</strike> : ''DONE''.
== Core engine ==
+
=== Core engine ===
 
* <strike>Load a complete track using C++ plugin</strike> : ''DONE''.
 
* <strike>Load a complete track using C++ plugin</strike> : ''DONE''.
 
* <strike>Initialize OgreDotNet graphic plugins to display the track</strike> : ''DONE''.
 
* <strike>Initialize OgreDotNet graphic plugins to display the track</strike> : ''DONE''.
 
* <strike>Load cars / physics engine</strike> : DONE.
 
* <strike>Load cars / physics engine</strike> : DONE.
 
* <strike>Load a C++ driver / create C# interface</strike> : ''DONE''.
 
* <strike>Load a C++ driver / create C# interface</strike> : ''DONE''.
==  Driver ==
+
===  Driver ===
 
* <strike>Implement user controlled vehicle</strike> : ''DONE''.
 
* <strike>Implement user controlled vehicle</strike> : ''DONE''.
==  User interface ==
+
===  User interface ===
 
* <strike>Port to MyGUI's C# interface</strike> : ''DONE''.
 
* <strike>Port to MyGUI's C# interface</strike> : ''DONE''.
== Merging Imre's work ==
+
=== Merging Imre's work ===
 
<strike>Order:
 
<strike>Order:
 
* Identify hardcoded stuffs : ''WIP''
 
* Identify hardcoded stuffs : ''WIP''

Revision as of 10:03, 22 June 2009

Tasks & Plans

Achieving OTI

This is little thinking about torcs/openracing interdependencies.. The goal of this thinking is to simplify the code, by getting rid of as much C++ as possible, especially if it is useless.

Facts

  • The only hard dependency that OR does have on Torcs' C++ code is simuv2 (simuv2 works with tTrack, tCarElt and tSituation).
    • This in turn create a dependency over torcs track plugin, which is required to load a tTrack properly.
  • The robot interface depends on tCarElt for compatibility with Torcs AI, this can be dropped for now (we have C# robots), and we can find a cleaner solution later on.
    • The robot itself is responsible for loading the car informations (via an XML GfParm file).
  • RaceManager inits tCarElt using informations given by the Robot's XML, then associate the car with the robot (see Q1).
  • RaceManager inits tSituation.

Quick remainder

  • tTrack is the logical track as stored and manipulated in C++ by Torcs (i.e. track trajectory and width basically as a list of segments)
  • tCarElt is the information about a car. positions of elements, wheels, fuel, driving commands, etc... (hundreds of fields in the structs)
  • tSituation describe the situation of a race. List of cars, the track, some global infos.

Questions

Q1: Should the robot decide the features of his car?

It seems more natural to me to build a car then put a driver into the car (instead of the opposite). Maybe some AI are very specific to drive a particular car, let's forget about that first: we simplify!

Killing C++ Howto

  • Get rid of all C++ code not needed by simuv2.
    • 1. disable legacy c++ robots
    • 2. C# code that needs to access/modify t* struct should do it through an interface (will will very probably serve as a base for OTI).
    • 3. Comment out and remove as much C++ code as possible.
  • Simplify simuv2
    • simuv2 no longer manages collisions, we should be able to get rid of Solid.

Disabling C++ robots

This should allow to disable learning, robottools.

Separate C# code from current data structures

Will make changes to those easier.

Numbers

The indicator is the number of lines of C++ compiled in libsimulator.so. Goal is 0 (one day maybe).

  • 22/06, 5pm. 29115 lines

Tasks

Ogre renderer

  • Automatic car 3D model conversion. (can be called "automatic AC3D to Ogre conversion").
  • Automatic track 3D model conversion from Torcs-NG's data (starting from trackgen). Should warn about unsupported geometry and such.

Driver

  • Load sharpy's driver, make it run a car : Keith will do

User interface

  • Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...) : WIP
  • Work on the installation process

Screenshots

Bellow, you'll find some screenshots showing work in progress of Ogre renderer and GUIs.


Old tasks

Ogre renderer

  • Make a camera follows a car (from behind) : DONE.

Core engine

  • Load a complete track using C++ plugin : DONE.
  • Initialize OgreDotNet graphic plugins to display the track : DONE.
  • Load cars / physics engine : DONE.
  • Load a C++ driver / create C# interface : DONE.

Driver

  • Implement user controlled vehicle : DONE.

User interface

  • Port to MyGUI's C# interface : DONE.

Merging Imre's work

Order:

  • Identify hardcoded stuffs : WIP
    • openracing.in -> LD_LIBRARY_PATH=/home/mulder/projects/openracing/cleaned/src/libsimulator/.libs
    • src/ode/OdeLoader.cs -> mCtx.RegisterResourcePath("/home/mulder/projects/trunk/track/Barcelona/");
    • my_config doesn't have to be in the repository
    • src/core/RaceManager.cs -> InitStartingGrid
    • src/graphic/OScene.cs -> mCtx.RegisterResourcePath("/home/mulder/projects/openracing/cleaned/data/tracks/road/icy");
    • src/ode/OdeMesh.cs -> XmlTextReader reader = new XmlTextReader("/home/mulder/projects/openracing/cleaned/data/tracks/road/icy/Mesh.mesh.xml");
  • Full merge
  • Clean