From: Jean-Christophe H. <jc...@gm...> - 2009-02-11 11:07:16
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Hello everyone, I'm new to this list so please let me introduce myself. I'm Jean-Christophe Hoelt, French man living in Beirut, Lebanon. I currently work (approximatively) full time for private founder which tries to improve the open-source community efficiency, so it can rule the world (basically). This man, Keith Curtis, wrote a book which exposes its ideas: see http://blog.seattlepi.nwsource.com/microsoft/archives/155845.asp for an interview and http://www.lulu.com/content/4964815 to get the book. So why is Torcs-NG involved? Because it's the base of the project. Our long term goal is to develop smart AI which drives your cars. To achieve this, we plan to organize a Virtual Grand Darpa Challenge (see http://en.wikipedia.org/wiki/DARPA_Grand_Challenge for the "non-virtual" version), which should attract lot more competitors because no hardware (i.e. expensively equipped cars) will be required, just a racing simulator. The first stone of the simulator is Torcs. We are going to improve it to give AI plugins access to "virtual cameras" and other sensors (like GPS), which should be the only way those plugins can access the track and cars positions. The important technical steps we've done so far: - We've ported the code to a new generation platform: Mono / C#. For now, we have a Race Manager, a Graphic Plugin and a Robot Plugin written in C#. Torcs' C++ plugins are wrapped behind C# proxies (automagically generated using SWIG for those of you who knows it). - We've writen a renderer based upon Ogre3D, so realistic images are provided to virtual cameras (and to the user) -- main improvements for now are shadows and shader based materials. So I'd like to ask if some of you are interested by any form of collaboration (or eventually join the project if you like), so Torcs-NG and OpenRacing car progress together (and why not become only one project if I can include my code beside yours). The main tasks for good collaboration will be: - Let me port the changes I made to interfaces headers into your repository so it can be analyzed correctly by SWIG. (*) - For the data: it's good if we can share them. [1] Basically artists should provide the 3D models into a less proprietary format. (**) Create the models with more care. (***) I also need to improve trackgen. - Other stuffs that probably have to be discussed.... That's it. I'm now waiting for your thoughts about this: are you enthusiastic or skeptical? Do you have any questions? Hopefully you understood my opinion: collaboration is the key to better open-source projects! Best regards, - Jean-Christophe "Jeko" Hoelt (*) Those changes usually doesn't imply big modifications to other sources, an example: "nested union" are not supported by SWIG, so when I remove one it requires many little changes around the whole repository. (**) 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) (***) Flip the 3D models faces (for correct stencil shadows we need faces oriented toward the outside), use only closed shapes. Provide normal-maps... |