From: Wolf-Dieter B. <wd...@wd...> - 2013-01-16 14:30:27
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Hello Gaëtan Sorry but I do not have the code here. May be Kristóf can help here? The robots get the track information from the race engine. As long as we do not change these data structures, nothing will be changed for the robots. Therefore it does not matter, how we fill the data structures (using old tools or new) using the description in the XML files. Some robots use only the main segment, others use all information (sides, surfaces at sides, curb height, wall/no wall, ...). Cheers Wolf-Dieter Von: Gaëtan André [mailto:gae...@gm...] Gesendet: Mittwoch, 16. Januar 2013 09:53 An: spe...@li... Betreff: Re: [Speed-dreams-devel] OSG vs. Blender Hi Wolf-Dieter, Thanks for all these explanation. I will ask some more ..., sorry for that. Do you know in which file/lines lies the collision code ? What data AI robots needs from the track ? The middle line ? Every thing in the track ? Cheers, Gaëtan 2013/1/15 Wolf-Dieter Beelitz <wd...@wd...<mailto:wd...@wd...>> Hello Gaëtan There are two different collisions to mention: The Z-Collision (Wheels on the track) This is done using the local position of a wheel and the part of the segment at his position. It is an linear interpolation of the values between the sides at this position, and the position is defined as distance from the start line. There is code to get the global position (X,Y,Z)out of the local position (x,y,z) related to the current segment (of the wheel). The XY-Collision (Car body/ Car body, Car body/Obstacle) Obstacles can be barriers and pit walls (or other cars), nothing else. The position of a barrier is calculated like the height at the position of a wheel. All is based on the XML files values, nothing is done with 3D model data. Cheers Wolf-Dieter Von: Gaëtan André [mailto:gae...@gm...<mailto:gae...@gm...>] Gesendet: Dienstag, 15. Januar 2013 10:10 An: spe...@li...<mailto:spe...@li...> Betreff: Re: [Speed-dreams-devel] OSG vs. Blender Hi Wolf-Dieter, Thanks for the explanation. Where could I find an detailed explanation of the xml track files ? If I understand well, it is a sort of vectorial definition of the track, isn't it ? When used by the collison motor, is it converted to a discrete representation ? Or are calculation done on vectorial data ? Thanks in advance, Gaëtan 2013/1/15 Wolf-Dieter Beelitz <wd...@wd...<mailto:wd...@wd...>> Hello Gaëtan The XML file of a track is the root of the definitions. The track generator creates a 3D model out of the definitions contained in the XML file. There are some hidden things like the coordinates, that are set by the system transparently, means you cannot make a track be placed at a defined position. This would be a new request, if we want to have variants. A possible variant is a separate pit lane. Here we need a way to define the coordinates used for the 3D model of the separate parts of the rack. At the moment these are defined by the start line. But if variants do not have the start line section commonly, this does result in different coordinates for the common part of the variants. The collision calculations are not made based on the 3D model. This is why additional objects like at goldstone-sand around the pit lane are not "solid" for the cars, you can drive through these only 3D defined obstacles. You may not move the 3D model, because the coordinates used for the interpretation of the XML file content is not moved. Therefore the track generator is the key modul. At the moment there is an old incomplete track editor, but this tool cannot handle the height of the track. Therefore most tracks are made editing the XML file manually after the initial definition of the XY part of the track using the old tool. After generation of the 3D model an XML file may not be changed!!! (But many designers do not know it and do change things like pit definitions after the generation resulting in wrong pit box buildings, a gamer cannot see where the simulation will accept the ca as to be in the pit. What we need here is a new complete extendable track editor that can handle tracks including the height and the slope of a track. To allow variants the coordinates of the origin of a track have to be designable. The next tool we need is a new track generator. It has to be able to create the 3D model out of the XML files (more than one in case of variants) and additional height information for the environment. At the moment the environment is created using the outer points of a track. This results in triangles that are bad conditioned (e.g. width >> height or vice versa). As we see the 3D model is the last step of the thing which means using Blender is not the easy way to solve the issues we have. Feel free to ask about details. Cheers Wolf-Dieter Von: Gaëtan André [mailto:gae...@gm...<mailto:gae...@gm...>] Gesendet: Montag, 14. Januar 2013 17:46 An: spe...@li...<mailto:spe...@li...> Betreff: Re: [Speed-dreams-devel] OSG vs. Blender Hi all, I may volunteer for the tool-chain Blender thing. As it would be better I guess if developed jointly with the OSGGRAPH module. But, I need the artists feature requests and I need to understand deeply the link between the the ac files and the xml files, especially how collision data ine the xml file are derived from the ac file if they are. And if they are not, how the ac file is derive from the collision data ine the xml file. This and my participation to OSGRAPH would be my only contribution to SD as I can't handle more (time ...). Gaëtan 2013/1/13 <ba...@ne...<mailto:ba...@ne...>> Hi Xavier, did you know thta? http://www.osgvisual.org/projects/osgvisual/wiki/visual_SkySimulWeather They may interested in bundling SD and there OSG weather lib. Cheers Eckhard. Zitat von Xavier Bertaux <ber...@ya...<mailto:ber...@ya...>>: > Le 13/01/2013 19:29, ba...@ne...<mailto:ba...@ne...> a écrit : >> Hi Xavier, >> >> this: >>>> SD 2.1 >>>> > SD with OSG and old file formats >>>> > SD with OSG new file formats and new car model >>>> > SD with OSG new file formats, new car model and new tool >> is a path of releases of SD howto integrate OSG step by step from >> release to release :) >> > Oh yes, I missread. > > Xavier > > ------------------------------------------------------------------------------ > Master Visual Studio, SharePoint, SQL, ASP.NET<http://ASP.NET>, C# 2012, HTML5, CSS, > MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current > with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft > MVPs and experts. 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