From: Zigorat T. <zig...@gm...> - 2008-10-20 21:07:21
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Hi all I agree with Joschka on restructuring directories and cleaning up the codes. There is a slight problem I've been noticing since a long time ago, which the ruby files with the options in them, are installed in typical application installation folder, like /usr/local/bin, which makes it hard to change the simulators options, as they are needed. I suggest some of the configuration files be moved to the local folder of ~/.rcssserver3D/ That would even working easier for teams which use network based user accounts and each member does independent jobs from the others (thus needing his own configuration, like testing a trainer for future purposes). Cheers Mahdi On Mon, Oct 20, 2008 at 5:33 PM, Joschka Boedecker < jos...@am...> wrote: > Hi all, > > On Oct 20, 2008, at 9:49 PM, Hedayat Vatankhah wrote: > > > Hi, > > > > Ben <lgp...@16...> wrote on ۰۸/۱۰/۲۰ 12:18:33: > >> Hi, > >> >What is the current status of the conversion? > >> It's just a try and I think 'PAL' itself is not mature, some > >> interfaces are missing, for example, 'dJointFeedBack',(maybe lost > >> for *general*) and strange properties of a certain physical engine. > >> > > Yes, the last time I checked PAL (a year ago), I found that it have > > a lot of functionality missing (different things for different > > engines) and it seems that it have not been updated since then. I > > guess it doesn't have composite body support for ODE for example. I > > think I've sent an email to this list and talked about it. Anyway, > > working on PAL maybe still provide some time savings for us. > > Hmm, in that case, we should think about whether PAL is really the > best choice for us. We could only take it as an inspiration and > implement our own, hopefully more complete, abstraction for the > engines we would like to integerate (ODE, Bullet, and PhysX in my > case). What do you think? > > > > >> >It seems that a significant part of the utility functions are still > >> >missing, like most of the mass calculation function in body.cpp etc. > >> >That's to be expected, as it's tedious work.. > >> Yes, that's really tedious. > >> > >> >Further we should put it into a new CVS branch to make it easier to > >> >follow development. > >> I think so ;-) > > > I would suggest that before we start the new development, we might > want to move our sources into the SVN at the simspark project (I > activated the SVN yesterday), restructuring the directories, and > cleaning up in the progress (for instance, purge legacy projects like > rcssmonitor3d-lite, etc). Let's maybe try to come up with a plan for > the directory structure as a first task. > > Cheers, > Joschka > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |