From: Jean-Christophe H. <je...@io...> - 2009-02-14 07:38:18
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Hi, Unfortunately I based my work on Torcs "old generation". We discovered Torcs-NG a bit later. Now seeing that your team is more responsive, is willing to accept experimental changes and also like to make torcs "new generation", I believe it is really within your code that I should integrate my work. (You may have seen my e-mail sent to torcs-devel mailing list, it was really sent there by mistake, hopefully nodody there answered). My code relies (almost) only on torcs' interface headers, which I believe didn't change (or not much) in torcs-ng. Working "proof-of-concept" demo and source code are available at http://sharesource.org/project/openracing It's not ready yet to be installed by everyone (I'm currently writing the HOWTO and need to commit last 13 days of work on GUIs), however if you like to have a look at mercurial repository, here it is: https://sharesource.org/hg/openracing/ As you'll see, I duplicated lot of C++ code from torcs (in src/libsimulator). So, since a 3rd fork of Torcs is probably a silly idea, I don't think I should start a separated project (which duplicates so much code). Again I'd like to know what is your opinion about including my stuff into your SVN, in non-intrusive way of course. If you're not "cold" about the idea, I'll start working on this and provide a big patch so you can evaluate it. Maybe you'll see then that relying on a modern language (C#), modern graphic engine (OGRE) and tool-chain can give much more productivity. (for instance my full 3D engine is 880 C# lines of code and provides a better output than the 15000 lines of torcs' ssgraph one). Waiting forward from feedbacks from you, best regards, - Jeko On Fri, Feb 13, 2009 at 1:45 AM, Brian <bga...@gm...> wrote: > Hi Jean-Christophe Hoelt, > Welcome > > Did you base the work on torcs or torcs-ng? > > Do you have some kind of working demo and source code? > >> (**) Ogre3D do not open .ac files, so I had to open 3D models with >> AC3D, export to OBJ, import into blender and then fix the many >> conversion bugs (I spent 1 day for 1 track, so this isn't a solution) > > You do know that Blender supports importing .ac files directly, and we have > a .acc importer in our repository for Blender. > > Brian > > ------------------------------------------------------------------------------ > Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA > -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise > -Strategies to boost innovation and cut costs with open source participation > -Receive a $600 discount off the registration fee with the source code: SFAD > http://p.sf.net/sfu/XcvMzF8H > _______________________________________________ > Torcs-ng-devel mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-ng-devel > > |