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From: <ah...@un...> - 2009-11-06 06:58:12
|
Hi yet again :P Joschka and I keep running into the same problem over and over again considering the design of the physical abstraction layer. Our current approach involves engine-specific stuff being restricted to the leaves of the dependency tree. However, there is lots of ODE-specific code in "body.cpp" and "collider.cpp" - 550 and 300 lines, respectively. According to our current design, this code does not belong in those classes because they should be abstract and not engine-specific. So, generally, we would move this code to the ODE-specific subclasses (OdeRigid, OdeStatic...). However, since this code will be the same for all ODE-specific subclasses of Body, I would copy and paste lots of redundant code. A possible solution would be creating specific subclasses for Body, putting the old code in OdeBody and equivalent code in BulletBody. In this case, OdeRigid would have to inherit from both the abstract Rigid class and the sepcific OdeBody class. Multiple inheritance is generallty frowned upon. PAL, by the way, uses multiple inheritance a lot. I have an idea in my head that involves creating two separate files, odebody.h and bulletbody.h, and declaring a class Body in both of them. At compile time, bulletbody would be hidden from the compiler if ODE is used, and vice versa. All subclasses would then inherit from Body and automatically inherit the engine-specific code that way. This would kind of throw the idea of an abstract physics layer overboard, since the class would be neutrally be called "Body", but is actually engine-specific. So, we have a few ideas on how to deal with this, but all of them seem to be very flawed. That's why we want to ask what you guys think (especially Ben and Hedayat, since you seem to be most interested in the abstract physics layer). I'll also return to the drawing board for the time being - the new design looks good on paper, but once you start trying to implement it, you realise the problems. Coming up with a good design that deals with all the problems I mentioned so far will probably be the hardest and most time-consuming part of my work. thanks, Andreas |
From: <ah...@un...> - 2009-11-06 02:44:19
|
Hi again, I think it would be possible to switch between Bullet and ODE at runtime. I actually had that idea floating around in my head, but one of our goals is to make Simspark work on systems that have Bullet xor ODE installed. To enable switching at runtime, both OdeBox and BulletBox (and all the other specific classes) had to be compiled, and that obviously only works if both Bullet and ODE are installed. Maybe that would be tolerable, but once you add more physics engines (that might cost money) this would become a massive problem. I currently plan to decide on which engine to use at compile time and then hide the other engine[s] from the compiler with defines to make it work. I do, however, have very limited knowledge of C++ (they teach Java at the university of Koblenz), so if there is a way to enable switching at runtime while still making it work on systems that have only one of the engines installed, I just dont know about it. We do, however, not plan to make different versions. Naming the current simulator OdeSimspark and making a separate BulletSimspark based on that would be way easier than what I am currently doing. Not having different Simspark versions for every engine is the whole point of the abstract physics layer. To Ben: The design is not completely final. I think the Material is not a class in the current version (at least I haven't seen it). We will, however, add other classes to the layout if it proves to be necessary or at least reasonable. Outsourcing material properties to a separate class could be a good idea, and I'll keep it in mind. To Hedayat: I already had some "fun" with the Touchperceptorhandler yesterday. After changing the layout of oxygen, it wouldn't compile anymore. After 1-2 hours, I decided to just leave it for now and commented it out of CMakeLists. It's pointless to make it work right now, especially because I'll probably change oxygen's layout another 20 times until I'm done ;) Tending to the plugins when oxygen is final and I have a better understanding of Simspark and the physics engines seems to be a way better idea. When I get to it, I'll probably create an abstract layer on top of the ODE-specific plugins as well (that's what I tried to do with the Touchperceptorhandler yesterday, anyway). Andreas |
From: <ym...@ho...> - 2009-11-05 13:15:38
|
您好!<br> <br> 您的邮件已收到!<br> <br> 感谢您的来信!<br> <br> 祝您工作愉快!<br> <br> 杨茂超!<br> <br> <br> <br> <br> <br> |
From: Ben <lgp...@16...> - 2009-11-05 13:01:53
|
---------- Forwarded message ---------- From: Ben <lgp...@16...> Date: 2009/11/5 Subject: Re: [simspark-devel] Abstract Physics Layer To: ah...@un... Hi, Andreas, I'm so exciting to do a reply when hearing the message of abstract physics layer that progress has been made in Simpark by the great contribution of you and Joschka. I only got some experience in last year when I tried to integrate PAL into our simulator. I have some agreements and suggestions as following. 1. Collision Handling is really a trick issue for the reason that the designs of different engines have no standards(especially ODE is hard to be compatible with others). For instance, I remember that the 'dJointFeedBack' of ODE is really hard to handle. 2. I've looked the tree of physical classes. May be there is a missing of class 'Material' which descripts the property of physical objects such as frictions, bounds, etc. 3. Switching between different physical engines in compile time like well, is there a consideration of switching in run time? Obviously, the simulator will be more efficiency when the engine has been built-in since switching in run time will have some cost in virtual functions. However, switching in run time get two clear advantages: we need not to maintain lots of versions; it is more convenient and flexible. Hope useful! Regards Ben 2009/11/5 <ah...@un...> Hello, > > > I'm the guy who volunteered for implementing an abstract physics layer in > Simspark. Actually, it's the project I decided to work on while I spend a > term in Japan. > > Joschka and I spent a lot of time talking about the design during the last > few weeks and I've already started working on an abstract physics layer > that has some basic functionality with ODE. This is much harder than I > expected, especially because ODE is currently very deeply rooted in > Simspark, but I'll try my best. After that, I plan to get the same basic > functionality with Bullet and allow switching between both physics engines > at compile time. When this is done, adding more functionality > incrementally should be relatively easy. > > Our current approach is to build a new dependency tree that does not > specialize in either engine (see > http://www.uni-koblenz.de/~aheld/newDesign.png). Most of these classes > will be abstract. In addition to all these classes, there will be > non-abstract classes derived from them (e.g. OdeBox and BulletBox derived > from Box). Following the advice of Oliver Obst, we've also added an > abstract physics server and specific physics servers for each engines > (i.e. OdePhysicsserver, ...). These servers will be responsible for > creating objects. > > A practical example: Right now, an RSG file could contain "(nd Box". Upon > this, an OdeBox is created and added to the scenegraph. > In our approach, we will first create a physicsserver for the physics > engine we decided to use and later tell that physicsserver to create a > Box. The call will look something like "Box* myBox = new [...]Box()" with > "[...]" being the name of the physics engine we use. After this, all > methods necessary to deal with a Box will be readily available in the > abstract class, and delegated to the derived class by the compiler. This > allows us to deal with the many inconsistencies between the two physics > engines internally. > > Another big challenge we are currently faced with is the handling of > collisions. Bullet does most of this internally, whereas ODE requires the > management of collisions by the user. Thus, all collision handling methods > are highly ODE-specific and there is not really a way to change this. The > collision handling is currently done by the Collider class, which should > be engine-independent in the final implementation. > To solve this, I've moved all the collision handling methods to the > ContactJointHandler class, which will remain ODE-specific. The > OdePhysicsServer will attach a ContactJointHandler to every Collider > Object (this should not cause any unwanted side-effects, and I think I've > read a comment somewhere that every Collider object automatically receives > a ContactJointHandler in the case of a collision, regardless). Bullet > objects will not receive any ContactJointHandlers for obvious reasons. > > We're still pretty early in development, and we will welcome any other > suggestions on how to deal with the problems described above. > > kind regards, > Andreas > > > > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus > on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > https://lists.sourceforge.net/lists/listinfo/simspark-devel > |
From: <ah...@un...> - 2009-11-05 08:29:48
|
Hello, I'm the guy who volunteered for implementing an abstract physics layer in Simspark. Actually, it's the project I decided to work on while I spend a term in Japan. Joschka and I spent a lot of time talking about the design during the last few weeks and I've already started working on an abstract physics layer that has some basic functionality with ODE. This is much harder than I expected, especially because ODE is currently very deeply rooted in Simspark, but I'll try my best. After that, I plan to get the same basic functionality with Bullet and allow switching between both physics engines at compile time. When this is done, adding more functionality incrementally should be relatively easy. Our current approach is to build a new dependency tree that does not specialize in either engine (see http://www.uni-koblenz.de/~aheld/newDesign.png). Most of these classes will be abstract. In addition to all these classes, there will be non-abstract classes derived from them (e.g. OdeBox and BulletBox derived from Box). Following the advice of Oliver Obst, we've also added an abstract physics server and specific physics servers for each engines (i.e. OdePhysicsserver, ...). These servers will be responsible for creating objects. A practical example: Right now, an RSG file could contain "(nd Box". Upon this, an OdeBox is created and added to the scenegraph. In our approach, we will first create a physicsserver for the physics engine we decided to use and later tell that physicsserver to create a Box. The call will look something like "Box* myBox = new [...]Box()" with "[...]" being the name of the physics engine we use. After this, all methods necessary to deal with a Box will be readily available in the abstract class, and delegated to the derived class by the compiler. This allows us to deal with the many inconsistencies between the two physics engines internally. Another big challenge we are currently faced with is the handling of collisions. Bullet does most of this internally, whereas ODE requires the management of collisions by the user. Thus, all collision handling methods are highly ODE-specific and there is not really a way to change this. The collision handling is currently done by the Collider class, which should be engine-independent in the final implementation. To solve this, I've moved all the collision handling methods to the ContactJointHandler class, which will remain ODE-specific. The OdePhysicsServer will attach a ContactJointHandler to every Collider Object (this should not cause any unwanted side-effects, and I think I've read a comment somewhere that every Collider object automatically receives a ContactJointHandler in the case of a collision, regardless). Bullet objects will not receive any ContactJointHandlers for obvious reasons. We're still pretty early in development, and we will welcome any other suggestions on how to deal with the problems described above. kind regards, Andreas |
From: Hedayat V. <hed...@ai...> - 2009-10-30 08:00:55
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> </head> <body text="#000000" bgcolor="#ffffff"> <span>Hi Marian,<br> <br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>"Ing. Marian Buchta" <a class="moz-txt-link-rfc2396E" href="mailto:mar...@gm..."><mar...@gm...></a></b></i> wrote on جمعه ۳۰ اكتبر ۰۹، ۰۰:۴۹:۳۷:</span> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:4ae...@mx..." type="cite"> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="Generator" content="Microsoft Word 12 (filtered medium)"> <style> <!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4;} @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4;} @font-face {font-family:Tahoma; panose-1:2 11 6 4 3 5 4 4 2 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0cm; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman","serif"; color:black;} a:link, span.MsoHyperlink {mso-style-priority:99; color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {mso-style-priority:99; color:purple; text-decoration:underline;} p {mso-style-priority:99; mso-margin-top-alt:auto; margin-right:0cm; mso-margin-bottom-alt:auto; margin-left:0cm; font-size:12.0pt; font-family:"Times New Roman","serif"; color:black;} span.EmailStyle18 {mso-style-type:personal-reply; font-family:"Calibri","sans-serif"; color:#1F497D;} .MsoChpDefault {mso-style-type:export-only; font-size:10.0pt;} @page Section1 {size:612.0pt 792.0pt; margin:70.85pt 70.85pt 70.85pt 70.85pt;} div.Section1 {page:Section1;} --> </style> <!--[if gte mso 9]><xml> <o:shapedefaults v:ext="edit" spidmax="1026" /> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext="edit"> <o:idmap v:ext="edit" data="1" /> </o:shapelayout></xml><![endif]--> <div class="Section1"> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);">Hi all.<o:p></o:p></span></p> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);">At first thx Hedayat for created document. I wrote to my former professor in school about this document. Maybe we can recruit another students to the project :). It’s small chance, but I try.</span></p> </div> </blockquote> :) Thanks. That would be great!<br> <br> Cheers,<br> Hedayat<br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:4ae...@mx..." type="cite"> <div class="Section1"> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);"><o:p></o:p></span></p> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);"><o:p> </o:p></span></p> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);">Best Regards<o:p></o:p></span></p> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);">Marian<o:p></o:p></span></p> <p class="MsoNormal"><span style="font-size: 11pt; font-family: "Calibri","sans-serif"; color: rgb(31, 73, 125);"><o:p> </o:p></span></p> <div> <div style="border-style: solid none none; border-color: rgb(181, 196, 223) -moz-use-text-color -moz-use-text-color; border-width: 1pt medium medium; padding: 3pt 0cm 0cm;"> <p class="MsoNormal"><b><span style="font-size: 10pt; font-family: "Tahoma","sans-serif"; color: windowtext;">From:</span></b><span style="font-size: 10pt; font-family: "Tahoma","sans-serif"; color: windowtext;"> Hedayat Vatankhah [<a class="moz-txt-link-freetext" href="mailto:hed...@ai...">mailto:hed...@ai...</a>] <br> <b>Sent:</b> Thursday, October 29, 2009 8:23 PM<br> <b>To:</b> Simspark Devel ML<br> <b>Subject:</b> [simspark-devel] Maintenance Committee 2010...<o:p></o:p></span></p> </div> </div> <p class="MsoNormal"><o:p> </o:p></p> <p style="margin: 0cm 0cm 0.0001pt;">Hi again!<br> I've created a document to be used as the main way of organizing MC 2010. You can find it at [1]. Notice that it is not necessarily correct, so please feel free to make changes as appropriate. <br> Some MC members have not selected any subject to work on yet; they can pick up whatever they like but considering our priorities is suggested. <br> Also, I still hope to see some activity from other old MC members. Add your name if I've missed that! :)<o:p></o:p></p> <p style="margin: 0cm 0cm 0.0001pt;"><br> Good luck,<br> Hedayat<o:p></o:p></p> <p style="margin: 0cm 0cm 0.0001pt;"><o:p> </o:p></p> <p style="margin: 0cm 0cm 0.0001pt;">[1] <a moz-do-not-send="true" href="http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2010">http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2010</a><o:p></o:p></p> <p class="MsoNormal"><br> </p> </div> <br> </blockquote> </body> </html> |
From: Ing. M. B. <mar...@gm...> - 2009-10-29 21:19:51
|
Hi all. At first thx Hedayat for created document. I wrote to my former professor in school about this document. Maybe we can recruit another students to the project :). It’s small chance, but I try. Best Regards Marian From: Hedayat Vatankhah [mailto:hed...@ai...] Sent: Thursday, October 29, 2009 8:23 PM To: Simspark Devel ML Subject: [simspark-devel] Maintenance Committee 2010... Hi again! I've created a document to be used as the main way of organizing MC 2010. You can find it at [1]. Notice that it is not necessarily correct, so please feel free to make changes as appropriate. Some MC members have not selected any subject to work on yet; they can pick up whatever they like but considering our priorities is suggested. Also, I still hope to see some activity from other old MC members. Add your name if I've missed that! :) Good luck, Hedayat [1] http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2010 __________ Information from ESET NOD32 Antivirus, version of virus signature database 4539 (20091024) __________ The message was checked by ESET NOD32 Antivirus. http://www.eset.com |
From: Hedayat V. <hed...@ai...> - 2009-10-29 19:36:34
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> </head> <body style="direction: ltr;" text="#000000" bgcolor="#ffffff"> <p style="margin-bottom: 0cm; margin-top: 0pt;">Hi again!<br> I've created a document to be used as the main way of organizing MC 2010. You can find it at [1]. Notice that it is not necessarily correct, so please feel free to make changes as appropriate. <br> Some MC members have not selected any subject to work on yet; they can pick up whatever they like but considering our priorities is suggested. <br> Also, I still hope to see some activity from other old MC members. Add your name if I've missed that! :)<br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> Good luck,<br> Hedayat<br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">[1] <a class="moz-txt-link-freetext" href="http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2010">http://simspark.sourceforge.net/wiki/index.php/Maintenance_Committee_2010</a><br> </p> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2009-10-18 00:41:58
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> Hi all,<br> In the current form, the simulator works likes this:<br> - sending senses to agents<br> - receiving commands from agents<br> - simulating one cycle (which takes the most processing time)<br> <br> This causes an nondeterministic behavior: if the agent sends commands right after receiving senses, and there is no latency in this period, the simulator will run the commands in the same cycle. But, if for some reason the commands reach the server with some latency, these commands will be received and executed in the next cycle. This could be one of the main reasons that some agents behave differently when they connect to a remote server instead of a local one. When using a local simulator, most of the commands will reach the server in the same cycle as received senses, but when running over a network they'll be executed in the next cycle (because of network latency). <br> I think this behavior is not desirable, and trying to maintain fairness between agents in a multi-threaded architecture would be hard. My suggestion is to swap the order of sending senses and receiving commands, so that the received commands will be always run in the next cycle:<br> <br> - receiving commands from agents<br> - sending senses to agents<br> - simulating one cycle (which takes the most processing time)<br> <br> Is there any reason to maintain the current behavior instead of my suggestion?<br> <br> Have fun,<br> Hedayat<br> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2009-10-17 23:57:06
|
Hi Joschka! On ۰۹/۱۰/۱۶ 02:21, Joschka Boedecker wrote: > Hi Hedayat, > > On Sep 19, 2009, at 3:34 AM, Hedayat Vatankhah wrote: > >> >> Well, we should organize MC for 2010. Beside old members, we have some >> volunteers. So, let me say welcome to new members: Welcome to RoboCup 3D >> Simulation Server Maintenance Committee! >> > > Thanks for starting the organization! :) > >> >> Except the new members, I would like to hear from the old members to see >> who is available in 2010! > > I won't have much time to work on things myself much, but I have a new > student (from Koblenz University in Germany) called Andreas Held > (cc'd) who wants to work on refactoring the physics integration in > order to support multiple engines. I'll help him along the way. That's great. > >> >> First, let me summarize our plan for 2009 (items which someone decided >> to do): >> >> >> * Implementing a physical abstraction layer for simspark, so that it can >> use different physical engines. > > Right, that's the one Andreas volunteered for :-) We'll post some > design proposals once we get to it. I'm eager to see them ASAP! >> * Implementing support for OGRE as a rendering engine > > If enough time remains (while he is here in Osaka), Andreas signaled > he might be interested to work on that one, too, but our focus will be > on the physics part for now. Nice! Yes, the physical abstraction layer have a higher priority for now. >> * Implementing PhysX physical engine support (in addition to ODE) > > Andreas and myself are working on the integration of the Bullet > physics engine, but if there would be someone willing to also > integrate PhysX, it would be awesome! It would be great to have someone with PhysX knowledge specially when we are on the design proposal. We might have such person already (I'll ask to see if he'd like to work on this). > >> >> Also, this is the complete list of our TODO for 2009: >> >> >> * PAL integration > > We took a look at PAL and decided it would probably not be the right > choice for us. Quite a bit of desirable functionality seems to be > missing in order to support a long list of engines (most of which we > probably wouldn't use). We thought we would be better off writing our > own code, but I would be interested to hear whether anybody has > comments on that. Oops! I wonder why I put this item in the list!! ;) Yes, you're right. Once I looked at PAL myself and found it not much interesting, as it covered each engine to some extent (If I remember correctly, it didn't support all ODE features we use). But we might be able to use the code as a guide for finding common ground between different engines. > > Cheers, > Joschka Thanks, Hedayat |
From: Joschka B. <jos...@am...> - 2009-10-16 11:06:31
|
Hi Hedayat, On Sep 19, 2009, at 3:34 AM, Hedayat Vatankhah wrote: > > Well, we should organize MC for 2010. Beside old members, we have some > volunteers. So, let me say welcome to new members: Welcome to > RoboCup 3D > Simulation Server Maintenance Committee! > Thanks for starting the organization! > > Except the new members, I would like to hear from the old members to > see > who is available in 2010! I won't have much time to work on things myself much, but I have a new student (from Koblenz University in Germany) called Andreas Held (cc'd) who wants to work on refactoring the physics integration in order to support multiple engines. I'll help him along the way. > > First, let me summarize our plan for 2009 (items which someone decided > to do): > > > * Implementing a physical abstraction layer for simspark, so that it > can > use different physical engines. Right, that's the one Andreas volunteered for :-) We'll post some design proposals once we get to it. > * Implementing support for OGRE as a rendering engine If enough time remains (while he is here in Osaka), Andreas signaled he might be interested to work on that one, too, but our focus will be on the physics part for now. > * Implementing PhysX physical engine support (in addition to ODE) Andreas and myself are working on the integration of the Bullet physics engine, but if there would be someone willing to also integrate PhysX, it would be awesome! > > Also, this is the complete list of our TODO for 2009: > > > * PAL integration We took a look at PAL and decided it would probably not be the right choice for us. Quite a bit of desirable functionality seems to be missing in order to support a long list of engines (most of which we probably wouldn't use). We thought we would be better off writing our own code, but I would be interested to hear whether anybody has comments on that. Cheers, Joschka |
From: Hedayat V. <hed...@gm...> - 2009-10-14 09:22:00
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> </head> <body bgcolor="#ffffff" text="#000000"> Hi!<br> <br> On ۰۹/۱۰/۱۴ 08:34, Khashayar wrote: <blockquote cite="mid:d39...@ma..." type="cite">Dear Hedayat <div><br> </div> <div>I read the plan and also wish list for 2010 competitions, I didn't found anything about parallelization / multi treading server which I think might have the most effect on server speed , the ideas mentioned are most emphasized and related to graphic which makes outer beauty !! <br> </div> </blockquote> ?!!! Where did you read the plan and wish list for 2010?!! We've not created it yet! Also notice that we create plans based on what contributors will do, not on what is required (However, we encourage contributors to work on most important things, but nobody is forced to work on something he doesn't like!). <br> Also notice that it was mentioned in the road map discussions, the most important thing for now is to increase the performance of the server, so this is certainly on our wish list.<br> <br> Also notice that I've mentioned "Performance improvement" as part of our TODO for 2009 (available below). Also, I've noted that each volunteer can provide new proposals. I wonder if you've read my previous e-mail completely and precisely. <br> Finally, Player integration, which I'd like to do, almost certainly needs a multi-threaded server; so I'm personally interested in this area. And if you'd like to know, I've started thinking about a good multi-threaded architecture and I'm going to start implementing that.<br> <br> <blockquote cite="mid:d39...@ma..." type="cite"> <div><br> </div> <div>According to Teams session in Graz I think Maintenance Committee have to provide a server which allows more agents play the game, so that we can have 5 Vs 5 games, isn't it true? </div> <div><br> </div> <div>Anyway, I like to contribute in 2010 server maintenance ;) and want to know if there is still any chance for multiTreading?</div> </blockquote> <br> To make things more clear, it is ALWAYS possible to implement ANY improvement in the server. Yes, certainly there is such chance, and as I mentioned before, I'm working on it too. But specially since I do not have much free time, it would be nice if we can work on it together. I'm interested to know about your ideas and plans in this regard.<br> <br> If you've not read the below message completely, please do so and start by joining simspark-devel mailing list. Please do the discussions there.<br> <br> Good luck,<br> Hedayat<br> <blockquote cite="mid:d39...@ma..." type="cite"> <div> </div> <div><br> </div> <div>Bests</div> <div>Khashayar </div> <div><br> <div class="gmail_quote">On Tue, Oct 13, 2009 at 10:50 PM, Hedayat Vatankhah <span dir="ltr"><<a moz-do-not-send="true" href="mailto:hed...@gm...">hed...@gm...</a>></span> wrote:<br> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">Hi again,<br> Everybody who is willing to help in MC 2010 (except Marian Buchta and Zhou Yanjun who expressed their interest before) please let me know until 20th of October.<br> <br> Thanks again,<br> Hedayat Vatankhah<br> Co-chair of RCSS3D Maintenance Committee<br> <br> On ۰۹/۰۹/۱۸ 11:04, Hedayat Vatankhah wrote:<br> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> Hi all,<br> <br> Sorry for my late email. I was too busy for some time, and finally I found a little break! :)<br> <br> Well, we should organize MC for 2010. Beside old members, we have some volunteers. So, let me say welcome to new members: Welcome to RoboCup 3D Simulation Server Maintenance Committee!<br> <br> Also, new members please subscribe to our list: simspark-devel available here:<br> <br> <a moz-do-not-send="true" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel" target="_blank">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a><br> <br> <br> Except the new members, I would like to hear from the old members to see who is available in 2010! Everybody, please let us know a little about yourself, your suggestions for MC 2010, and anything else.<br> <br> <br> First, let me summarize our plan for 2009 (items which someone decided to do):<br> <br> <br> * Implementing a physical abstraction layer for simspark, so that it can use different physical engines.<br> * Implementing support for OGRE as a rendering engine<br> * Implementing PhysX physical engine support (in addition to ODE)<br> * Implementing a pixel camera sensor<br> * New binary agent-server protocol (by integrating with Player project)<br> * Adding an agent-server sync mode to simspark, so that agents can control simulation cycles.<br> <br> Among those, only the implementation of pixel camera sensor have been done by Yuan. Unfortunately, other items are not implemented yet. :(<br> <br> <br> Also, this is the complete list of our TODO for 2009:<br> <br> <br> * PAL integration<br> * Review network message handling code (ensure fairness)<br> * GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, incl. easy construction of new robots and simulations, moving robots on the field, etc.)<br> * New interface for different rendering engines<br> * nvidia PhysX engine Implementation<br> * OGRE 3D implementation<br> * Profiling + performance improvement<br> * New network protocols (agent + monitor)<br> * OpenGL camera perceptor<br> <br> <br> And our wishlist:<br> <br> * Documentation (User/Developer/Wiki)<br> * More Humanoid models, e.g. HOAP-2, VStone 4G, Bioloid<br> * More sensors/actuators, better noise models for accelerometer/gyro, vision, etc.<br> * Re-integrate Offside<br> * Integrate Coach (e.g. UTUtd 3D Dev implementation for rcssserver3d-0.5.2)<br> * Webots importer<br> * COLLADA importer (maybe using FCOLLADA)<br> * Gazebo model importer<br> * Player integration<br> * Trainer plugin for the GUI<br> * Motion editor plugin for the GUI (e.g. for the new HMDP effector)<br> * Nice 3D visualization (possibly based on ZigoratAssistant)<br> * Support multiple locations for resources; Implement a list of paths that FileServer::LocateResource checks<br> * Webpage<br> <br> I want to know who will (or at least hopes to) contribute to our simulator in this year. Also, if you'd like to work on a specific area (either from the above list or a new proposal from yourself), please let us know.<br> <br> <br> Then, I think it is nice to have a document for 2010 (like the one Joschka set up last year in google), and I'll do it soon. But before then, let us know who is available this year! :) (If you'd like to help, but you are not sure if you'll have enough time, still let me know).<br> <br> <br> Thanks,<br> <br> Good luck<br> <br> Hedayat<br> <br> </blockquote> <br> </blockquote> </div> <br> <br clear="all"> <br> -- <br> Khashayar<br> </div> </blockquote> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2009-10-13 19:21:53
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> </head> <body bgcolor="#ffffff" text="#000000"> <br> <br> -------- Original Message -------- <table class="moz-email-headers-table" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <th nowrap="nowrap" valign="BASELINE" align="RIGHT">Subject: </th> <td>Re: MC 2010</td> </tr> <tr> <th nowrap="nowrap" valign="BASELINE" align="RIGHT">Date: </th> <td>Tue, 13 Oct 2009 22:50:09 +0330</td> </tr> <tr> <th nowrap="nowrap" valign="BASELINE" align="RIGHT">From: </th> <td>Hedayat Vatankhah <a class="moz-txt-link-rfc2396E" href="mailto:hed...@gm..."><hed...@gm...></a></td> </tr> <tr> <th nowrap="nowrap" valign="BASELINE" align="RIGHT">To: </th> <td>Simspark Devel ML <a class="moz-txt-link-rfc2396E" href="mailto:sim...@li..."><sim...@li...></a></td> </tr> <tr> <th nowrap="nowrap" valign="BASELINE" align="RIGHT">CC: </th> <td>macazishi <a class="moz-txt-link-rfc2396E" href="mailto:mac...@si..."><mac...@si...></a>, Khashayar <a class="moz-txt-link-rfc2396E" href="mailto:kh....@gm..."><kh....@gm...></a>, soorosh hoseinalipoor <a class="moz-txt-link-rfc2396E" href="mailto:soo...@ho..."><soo...@ho...></a>, Takenori KUBO <a class="moz-txt-link-rfc2396E" href="mailto:tk...@gm..."><tk...@gm...></a>, hojjat nikan <a class="moz-txt-link-rfc2396E" href="mailto:hoj...@gm..."><hoj...@gm...></a></td> </tr> </tbody> </table> <br> <br> <pre>Hi again, Everybody who is willing to help in MC 2010 (except Marian Buchta and Zhou Yanjun who expressed their interest before) please let me know until 20th of October. Thanks again, Hedayat Vatankhah Co-chair of RCSS3D Maintenance Committee On ۰۹/۰۹/۱۸ 11:04, Hedayat Vatankhah wrote: > Hi all, > > Sorry for my late email. I was too busy for some time, and finally I > found a little break! :) > > Well, we should organize MC for 2010. Beside old members, we have some > volunteers. So, let me say welcome to new members: Welcome to RoboCup > 3D Simulation Server Maintenance Committee! > > Also, new members please subscribe to our list: simspark-devel > available here: > > <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> > > > Except the new members, I would like to hear from the old members to > see who is available in 2010! Everybody, please let us know a little > about yourself, your suggestions for MC 2010, and anything else. > > > First, let me summarize our plan for 2009 (items which someone decided > to do): > > > * Implementing a physical abstraction layer for simspark, so that it > can use different physical engines. > * Implementing support for OGRE as a rendering engine > * Implementing PhysX physical engine support (in addition to ODE) > * Implementing a pixel camera sensor > * New binary agent-server protocol (by integrating with Player project) > * Adding an agent-server sync mode to simspark, so that agents can > control simulation cycles. > > Among those, only the implementation of pixel camera sensor have been > done by Yuan. Unfortunately, other items are not implemented yet. :( > > > Also, this is the complete list of our TODO for 2009: > > > * PAL integration > * Review network message handling code (ensure fairness) > * GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, > incl. easy construction of new robots and simulations, moving robots > on the field, etc.) > * New interface for different rendering engines > * nvidia PhysX engine Implementation > * OGRE 3D implementation > * Profiling + performance improvement > * New network protocols (agent + monitor) > * OpenGL camera perceptor > > > And our wishlist: > > * Documentation (User/Developer/Wiki) > * More Humanoid models, e.g. HOAP-2, VStone 4G, Bioloid > * More sensors/actuators, better noise models for accelerometer/gyro, > vision, etc. > * Re-integrate Offside > * Integrate Coach (e.g. UTUtd 3D Dev implementation for > rcssserver3d-0.5.2) > * Webots importer > * COLLADA importer (maybe using FCOLLADA) > * Gazebo model importer > * Player integration > * Trainer plugin for the GUI > * Motion editor plugin for the GUI (e.g. for the new HMDP effector) > * Nice 3D visualization (possibly based on ZigoratAssistant) > * Support multiple locations for resources; Implement a list of paths > that FileServer::LocateResource checks > * Webpage > > I want to know who will (or at least hopes to) contribute to our > simulator in this year. Also, if you'd like to work on a specific area > (either from the above list or a new proposal from yourself), please > let us know. > > > Then, I think it is nice to have a document for 2010 (like the one > Joschka set up last year in google), and I'll do it soon. But before > then, let us know who is available this year! :) (If you'd like to > help, but you are not sure if you'll have enough time, still let me > know). > > > Thanks, > > Good luck > > Hedayat > </pre> </body> </html> |
From: Hedayat V. <hed...@gm...> - 2009-10-13 19:20:48
|
Hi again, Everybody who is willing to help in MC 2010 (except Marian Buchta and Zhou Yanjun who expressed their interest before) please let me know until 20th of October. Thanks again, Hedayat Vatankhah Co-chair of RCSS3D Maintenance Committee On ۰۹/۰۹/۱۸ 11:04, Hedayat Vatankhah wrote: > Hi all, > > Sorry for my late email. I was too busy for some time, and finally I > found a little break! :) > > Well, we should organize MC for 2010. Beside old members, we have some > volunteers. So, let me say welcome to new members: Welcome to RoboCup > 3D Simulation Server Maintenance Committee! > > Also, new members please subscribe to our list: simspark-devel > available here: > > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > > Except the new members, I would like to hear from the old members to > see who is available in 2010! Everybody, please let us know a little > about yourself, your suggestions for MC 2010, and anything else. > > > First, let me summarize our plan for 2009 (items which someone decided > to do): > > > * Implementing a physical abstraction layer for simspark, so that it > can use different physical engines. > * Implementing support for OGRE as a rendering engine > * Implementing PhysX physical engine support (in addition to ODE) > * Implementing a pixel camera sensor > * New binary agent-server protocol (by integrating with Player project) > * Adding an agent-server sync mode to simspark, so that agents can > control simulation cycles. > > Among those, only the implementation of pixel camera sensor have been > done by Yuan. Unfortunately, other items are not implemented yet. :( > > > Also, this is the complete list of our TODO for 2009: > > > * PAL integration > * Review network message handling code (ensure fairness) > * GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, > incl. easy construction of new robots and simulations, moving robots > on the field, etc.) > * New interface for different rendering engines > * nvidia PhysX engine Implementation > * OGRE 3D implementation > * Profiling + performance improvement > * New network protocols (agent + monitor) > * OpenGL camera perceptor > > > And our wishlist: > > * Documentation (User/Developer/Wiki) > * More Humanoid models, e.g. HOAP-2, VStone 4G, Bioloid > * More sensors/actuators, better noise models for accelerometer/gyro, > vision, etc. > * Re-integrate Offside > * Integrate Coach (e.g. UTUtd 3D Dev implementation for > rcssserver3d-0.5.2) > * Webots importer > * COLLADA importer (maybe using FCOLLADA) > * Gazebo model importer > * Player integration > * Trainer plugin for the GUI > * Motion editor plugin for the GUI (e.g. for the new HMDP effector) > * Nice 3D visualization (possibly based on ZigoratAssistant) > * Support multiple locations for resources; Implement a list of paths > that FileServer::LocateResource checks > * Webpage > > I want to know who will (or at least hopes to) contribute to our > simulator in this year. Also, if you'd like to work on a specific area > (either from the above list or a new proposal from yourself), please > let us know. > > > Then, I think it is nice to have a document for 2010 (like the one > Joschka set up last year in google), and I'll do it soon. But before > then, let us know who is available this year! :) (If you'd like to > help, but you are not sure if you'll have enough time, still let me > know). > > > Thanks, > > Good luck > > Hedayat > |
From: Hedayat V. <hed...@ai...> - 2009-09-28 12:55:07
|
Hi Zhou Yanjun, On ۰۹/۰۹/۲۷ 07:09, mac...@si... wrote: > > Hi Hedayat, > > Sorry for my late reply. my grandpa passed away last week. I went back > to my hometown to > > attend the funeral and I just came to school yesterday. So I didn't > see your letter on time. > Sorry for that :( > I am Zhou Yanjun, the current team leader of SEU-RedSun.I'm very > honored to become a member of > > Maintenance Committee. I love this game and have endless passion for > it. I want to do much > > more for the competition aside from coding for my own team. So I > applied to join the > > Maintenance Committee and I will try my best to make contribution here.:) > That's great. Welcome! :) I hope that we (MC members) can make it much better together. We really need people like you. > As you have shown to us, only a small part of the items listed was > done last year. So I think > > this year we will have a lot to do. I will be the OC of China Open > 2009 held in Xi'an on > > 2009.11.20. I think I will have plenty of time to work for the > simulator after that match and > > I am very glad to do the work. > OK, I'll wait till then. But if there is any special area that you'd like to work in, please let us know. Thanks a lot, Hedayat > Sincerely, > Zhou Yanjun > > > ----- ԭʼ�ʼ� ----- > �����ˣ�Hedayat Vatankhah <hed...@ai...> > �ռ��ˣ�Simspark Devel ML <sim...@li...>,hojjat > nikan <hoj...@gm...>, macazishi > <mac...@si...>,Khashayar <kh....@gm...>,soorosh > hoseinalipoor <soo...@ho...>,Takenori KUBO <tk...@gm...> > ���⣺MC 2010 > ���ڣ�2009-9-19 02:34:22 > > Hi all, > > Sorry for my late email. I was too busy for some time, and finally I > found a little break! :) > > Well, we should organize MC for 2010. Beside old members, we have some > volunteers. So, let me say welcome to new members: Welcome to RoboCup 3D > Simulation Server Maintenance Committee! > > Also, new members please subscribe to our list: simspark-devel available > here: > > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > > Except the new members, I would like to hear from the old members to see > who is available in 2010! Everybody, please let us know a little about > yourself, your suggestions for MC 2010, and anything else. > > > First, let me summarize our plan for 2009 (items which someone decided > to do): > > > * Implementing a physical abstraction layer for simspark, so that it can > use different physical engines. > * Implementing support for OGRE as a rendering engine > * Implementing PhysX physical engine support (in addition to ODE) > * Implementing a pixel camera sensor > * New binary agent-server protocol (by integrating with Player project) > * Adding an agent-server sync mode to simspark, so that agents can > control simulation cycles. > > Among those, only the implementation of pixel camera sensor have been > done by Yuan. Unfortunately, other items are not implemented yet. :( > > > Also, this is the complete list of our TODO for 2009: > > > * PAL integration > * Review network message handling code (ensure fairness) > * GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, > incl. easy construction of new robots and simulations, moving robots on > the field, etc.) > * New interface for different rendering engines > * nvidia PhysX engine Implementation > * OGRE 3D implementation > * Profiling + performance improvement > * New network protocols (agent + monitor) > * OpenGL camera perceptor > > > And our wishlist: > > * Documentation (User/Developer/Wiki) > * More Humanoid models, e.g. HOAP-2, VStone 4G, Bioloid > * More sensors/actuators, better noise models for accelerometer/gyro, > vision, etc. > * Re-integrate Offside > * Integrate Coach (e.g. UTUtd 3D Dev implementation for > rcssserver3d-0.5.2) > * Webots importer > * COLLADA importer (maybe using FCOLLADA) > * Gazebo model importer > * Player integration > * Trainer plugin for the GUI > * Motion editor plugin for the GUI (e.g. for the new HMDP effector) > * Nice 3D visualization (possibly based on ZigoratAssistant) > * Support multiple locations for resources; Implement a list of paths > that FileServer::LocateResource checks > * Webpage > > I want to know who will (or at least hopes to) contribute to our > simulator in this year. Also, if you'd like to work on a specific area > (either from the above list or a new proposal from yourself), please let > us know. > > > Then, I think it is nice to have a document for 2010 (like the one > Joschka set up last year in google), and I'll do it soon. But before > then, let us know who is available this year! :) (If you'd like to help, > but you are not sure if you'll have enough time, still let me know). > > > Thanks, > > Good luck > > Hedayat > |
From: Marian B. <mar...@gm...> - 2009-09-18 19:10:41
|
Hi all. School time is over and job is near. But in my free-time I would like to contribute with Simspark Wiki (new or update previous articles) and keep or improve compatibility in Windows platform. It's not much I know but at least something :) . Best Regards Marian Buchta __________ Information from ESET NOD32 Antivirus, version of virus signature database 4438 (20090918) __________ The message was checked by ESET NOD32 Antivirus. http://www.eset.com |
From: Hedayat V. <hed...@ai...> - 2009-09-18 18:35:03
|
Hi all, Sorry for my late email. I was too busy for some time, and finally I found a little break! :) Well, we should organize MC for 2010. Beside old members, we have some volunteers. So, let me say welcome to new members: Welcome to RoboCup 3D Simulation Server Maintenance Committee! Also, new members please subscribe to our list: simspark-devel available here: https://lists.sourceforge.net/lists/listinfo/simspark-devel Except the new members, I would like to hear from the old members to see who is available in 2010! Everybody, please let us know a little about yourself, your suggestions for MC 2010, and anything else. First, let me summarize our plan for 2009 (items which someone decided to do): * Implementing a physical abstraction layer for simspark, so that it can use different physical engines. * Implementing support for OGRE as a rendering engine * Implementing PhysX physical engine support (in addition to ODE) * Implementing a pixel camera sensor * New binary agent-server protocol (by integrating with Player project) * Adding an agent-server sync mode to simspark, so that agents can control simulation cycles. Among those, only the implementation of pixel camera sensor have been done by Yuan. Unfortunately, other items are not implemented yet. :( Also, this is the complete list of our TODO for 2009: * PAL integration * Review network message handling code (ensure fairness) * GUI for our simulator (possibly based on RsgEdit + ZigoratAssistant, incl. easy construction of new robots and simulations, moving robots on the field, etc.) * New interface for different rendering engines * nvidia PhysX engine Implementation * OGRE 3D implementation * Profiling + performance improvement * New network protocols (agent + monitor) * OpenGL camera perceptor And our wishlist: * Documentation (User/Developer/Wiki) * More Humanoid models, e.g. HOAP-2, VStone 4G, Bioloid * More sensors/actuators, better noise models for accelerometer/gyro, vision, etc. * Re-integrate Offside * Integrate Coach (e.g. UTUtd 3D Dev implementation for rcssserver3d-0.5.2) * Webots importer * COLLADA importer (maybe using FCOLLADA) * Gazebo model importer * Player integration * Trainer plugin for the GUI * Motion editor plugin for the GUI (e.g. for the new HMDP effector) * Nice 3D visualization (possibly based on ZigoratAssistant) * Support multiple locations for resources; Implement a list of paths that FileServer::LocateResource checks * Webpage I want to know who will (or at least hopes to) contribute to our simulator in this year. Also, if you'd like to work on a specific area (either from the above list or a new proposal from yourself), please let us know. Then, I think it is nice to have a document for 2010 (like the one Joschka set up last year in google), and I'll do it soon. But before then, let us know who is available this year! :) (If you'd like to help, but you are not sure if you'll have enough time, still let me know). Thanks, Good luck Hedayat |
From: Hedayat V. <hed...@ai...> - 2009-08-26 15:16:59
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> </head> <body text="#000000" bgcolor="#ffffff"> <span>Hi Marian,<br> <br> <style type="text/css">blockquote {color: navy !important; background-color: RGB(245,245,245) !important; padding: 0 15 10 15 !important; margin: 15 0 0 0; border-left: #1010ff 2px solid;} blockquote blockquote {color: maroon !important; background-color: RGB(235,235,235) !important; border-left-color:maroon !important} blockquote blockquote blockquote {color: green !important; background-color: RGB(225,225,225) !important; border-left-color:teal !important} blockquote blockquote blockquote blockquote {color: purple !important; background-color: RGB(215,215,215) !important; border-left-color: purple !important} blockquote blockquote blockquote blockquote blockquote {color: teal !important; background-color: RGB(205,205,205) !important; border-left-color: green !important}</style><i><b>Marian Buchta <a class="moz-txt-link-rfc2396E" href="mailto:mar...@gm..."><mar...@gm...></a></b></i> wrote on سهشنبه ۲۵ اوت ۰۹، ۱۸:۰۱:۴۷:</span> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:598...@ma..." type="cite">Hi Hedayat,<br> <br> <div class="gmail_quote">On Tue, Aug 25, 2009 at 12:22 AM, Hedayat Vatankhah <span dir="ltr"><<a moz-do-not-send="true" href="mailto:hed...@ai...">hed...@ai...</a>></span> wrote:<br> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div text="#000000" bgcolor="#ffffff">Hi Marian, <div class="im"><br> <br> On ۰۹/۰۸/۲۵ 04:50, Marian Buchta wrote: <blockquote type="cite"> <div> <p><span lang="EN-US">Hi all.</span></p> <p><span lang="EN-US">I installed Simspark and Rcssserver3d from [1] (for Windows). If I run rcssserver3d.cmd, I see error about missing ruby (etc. msvcrt-ruby18.dll) because package doesn’t include it. Rcssserver3d doesn’t need ruby library for compilation. But it need to run. In Linux or Mac OS X is no problem with library. But Windows package (rcssserver3d.exe) should be include this library. I suggest insert this line into file rcssserver3d/CMakeLists.txt after line 22:</span></p> <p><span lang="EN-US">if(WIN32)</span></p> <p><span lang="EN-US">find_package(Ruby REQUIRED)</span></p> <p><span lang="EN-US">endif(WIN32)</span></p> <p><span lang="EN-US"> </span></p> <p><span lang="EN-US">The same case is project Rsgedit. It need freetype, devil and ruby libraries to run. In file rsgedit/CMakeLists.txt after line 13:</span></p> <p><span lang="EN-US">If(WIN32)</span></p> <p><span lang="EN-US">find_package(Freetype REQUIRED)</span></p> <p><span lang="EN-US">find_package(DevIL REQUIRED)</span></p> <p><span lang="EN-US">find_package(Ruby REQUIRED)</span></p> <p><span lang="EN-US">endif(WIN32)</span></p> <p><span lang="EN-US"> </span></p> <p><span lang="EN-US">This modification is only for NSIS Installer, which created package from VS2008.</span></p> <p><span lang="EN-US">I think this is very graceful solution how to include missing dll’s into Windows package of projects.</span></p> <p><span lang="EN-US">So what do you say?</span></p> </div> </blockquote> </div> Yes, you are right. I thought that I'm using a statically linked Ruby since there were no .dll files in ruby's lib/ directory. But surprisingly after release someone complained about missing ruby .dll to me and I discovered that it is located in ruby's bin/ directory. :P<br> <br> Adding these requirements is not enough, and we should add commands to find and copy the .dll file(s) in appropriate directories. <br> We can add the find_package() command and other needed commands in rcssserver3d and others... but now I'm suspect that this is the best way. TBH, these are all simspark dependencies and not applications' (e.g. rcssserver3d). So, I am thinking about it, and it seems that (IMHO) adding such required .dll files in a simspark installation's directory (e.g. simspark/lib/thirdparty) (which you suggested before) is a good solution. We'll need to add this new directory to the .cmd files, but at least the .dll files and commands to include them in the installer is only needed in simspark.<br> <br> What do you think about it?<br> </div> </blockquote> <div><br> Yes, very good idea. As you said, mainly required dlls are simspark dependencies and should be in simspark installation's directory. Simspark installer will be bigger, but rcssserver3d and rsgedit installers will be smaller, because some dlls are the same in both installers.<br> </div> </div> </blockquote> OK, I'll go for it soon. <br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:598...@ma..." type="cite"> <div class="gmail_quote"> <div><br> Also a updated Simspark Wiki (part Windows) [1]. I modified Rsgedit chapters. But I have one problem. During compilation project wxutils created only DLL and not LIB file. But rsgedit project need this LIB. Temporary solution is to create not dynamic but static library (delete word SHARED in trunk\rsgedit\wxutil\CMakeLists.txt:138). I think the problem is the same as [2]. I have question. Need rsgedit pthread library (\rsgedit\src\CMakeLists.txt:53)? <br> </div> </div> </blockquote> For the first problem: I should look at it, but it might be the problem you mentioned. You can see how it is solved for simspark libraries in their header files (it is the same solution as noted in [1]). Probably I have not done the same thing to wxutil files. <br> About pthread library, I'm not sure! I don't remember if I've added it myself for some reason or it is copied from the originam Makefile.am file. :P<br> <br> Thanks,<br> Hedayat<br> <br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:598...@ma..." type="cite"> <div class="gmail_quote"> <div><br> [1] <a moz-do-not-send="true" href="http://simspark.sourceforge.net/wiki/index.php/Installation_on_Windows">http://simspark.sourceforge.net/wiki/index.php/Installation_on_Windows</a><br> [2] <a moz-do-not-send="true" href="http://www.mail-archive.com/cm...@cm.../msg02904.html">http://www.mail-archive.com/cm...@cm.../msg02904.html</a> <br> <br> </div> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div text="#000000" bgcolor="#ffffff"><br> <br> Thanks,<br> Hedayat<br> <br> <blockquote type="cite"> <div class="im"> <div> <p><span lang="EN-US"></span></p> <p><span lang="EN-US"> </span></p> <p><span lang="EN-US">[1]</span><span lang="EN-US"> </span><span lang="EN-US"><a moz-do-not-send="true" href="http://sourceforge.net/projects/simspark/files/" target="_blank">http://sourceforge.net/projects/simspark/files/</a> </span></p> </div> <br> <br> __________ Information from ESET NOD32 Antivirus, version of virus signature database 4364 (20090824) __________<br> <br> The message was checked by ESET NOD32 Antivirus.<br> <br> <a moz-do-not-send="true" href="http://www.eset.com" target="_blank">http://www.eset.com</a><br> </div> <pre><hr size="4" width="90%"> ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. <a moz-do-not-send="true" href="http://p.sf.net/sfu/bobj-july" target="_blank">http://p.sf.net/sfu/bobj-july</a> </pre> <pre><hr size="4" width="90%"> _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list <a moz-do-not-send="true" href="mailto:sim...@li..." target="_blank">sim...@li...</a> <a moz-do-not-send="true" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel" target="_blank">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> </pre> </blockquote> </div> </blockquote> <div><br> Best Regards, <br> Marian Buchta<br> </div> </div> <br> </blockquote> </body> </html> |
From: Marian B. <mar...@gm...> - 2009-08-25 13:53:19
|
Hi Hedayat, On Tue, Aug 25, 2009 at 12:22 AM, Hedayat Vatankhah <hed...@ai...>wrote: > Hi Marian, > > On ۰۹/۰۸/۲۵ 04:50, Marian Buchta wrote: > > Hi all. > > I installed Simspark and Rcssserver3d from [1] (for Windows). If I run > rcssserver3d.cmd, I see error about missing ruby (etc. msvcrt-ruby18.dll) > because package doesn’t include it. Rcssserver3d doesn’t need ruby library > for compilation. But it need to run. In Linux or Mac OS X is no problem with > library. But Windows package (rcssserver3d.exe) should be include this > library. I suggest insert this line into file rcssserver3d/CMakeLists.txt > after line 22: > > if(WIN32) > > find_package(Ruby REQUIRED) > > endif(WIN32) > > > > The same case is project Rsgedit. It need freetype, devil and ruby > libraries to run. In file rsgedit/CMakeLists.txt after line 13: > > If(WIN32) > > find_package(Freetype REQUIRED) > > find_package(DevIL REQUIRED) > > find_package(Ruby REQUIRED) > > endif(WIN32) > > > > This modification is only for NSIS Installer, which created package from > VS2008. > > I think this is very graceful solution how to include missing dll’s into > Windows package of projects. > > So what do you say? > > Yes, you are right. I thought that I'm using a statically linked Ruby since > there were no .dll files in ruby's lib/ directory. But surprisingly after > release someone complained about missing ruby .dll to me and I discovered > that it is located in ruby's bin/ directory. :P > > Adding these requirements is not enough, and we should add commands to find > and copy the .dll file(s) in appropriate directories. > We can add the find_package() command and other needed commands in > rcssserver3d and others... but now I'm suspect that this is the best way. > TBH, these are all simspark dependencies and not applications' (e.g. > rcssserver3d). So, I am thinking about it, and it seems that (IMHO) adding > such required .dll files in a simspark installation's directory (e.g. > simspark/lib/thirdparty) (which you suggested before) is a good solution. > We'll need to add this new directory to the .cmd files, but at least the > .dll files and commands to include them in the installer is only needed in > simspark. > > What do you think about it? > Yes, very good idea. As you said, mainly required dlls are simspark dependencies and should be in simspark installation's directory. Simspark installer will be bigger, but rcssserver3d and rsgedit installers will be smaller, because some dlls are the same in both installers. Also a updated Simspark Wiki (part Windows) [1]. I modified Rsgedit chapters. But I have one problem. During compilation project wxutils created only DLL and not LIB file. But rsgedit project need this LIB. Temporary solution is to create not dynamic but static library (delete word SHARED in trunk\rsgedit\wxutil\CMakeLists.txt:138). I think the problem is the same as [2]. I have question. Need rsgedit pthread library (\rsgedit\src\CMakeLists.txt:53)? [1] http://simspark.sourceforge.net/wiki/index.php/Installation_on_Windows [2] http://www.mail-archive.com/cm...@cm.../msg02904.html > > Thanks, > Hedayat > > > > [1] http://sourceforge.net/projects/simspark/files/ > > > __________ Information from ESET NOD32 Antivirus, version of virus > signature database 4364 (20090824) __________ > > The message was checked by ESET NOD32 Antivirus. > > http://www.eset.com > > ------------------------------ > > ------------------------------------------------------------------------------ > Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day > trial. Simplify your report design, integration and deployment - and focus on > what you do best, core application coding. Discover what's new with > Crystal Reports now. http://p.sf.net/sfu/bobj-july > > ------------------------------ > > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/simspark-devel > > Best Regards, Marian Buchta |
From: Hedayat V. <hed...@ai...> - 2009-08-25 11:00:18
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> <title></title> </head> <body text="#000000" bgcolor="#ffffff"> Hi Marian,<br> <br> On ۰۹/۰۸/۲۵ 04:50, Marian Buchta wrote: <blockquote cite="mid:4a9...@mx..." type="cite"> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <meta name="Generator" content="Microsoft Word 12 (filtered medium)"> <style> <!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4;} @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0cm; margin-bottom:.0001pt; font-size:11.0pt; font-family:"Calibri","sans-serif";} a:link, span.MsoHyperlink {mso-style-priority:99; color:blue; text-decoration:underline;} a:visited, span.MsoHyperlinkFollowed {mso-style-priority:99; color:purple; text-decoration:underline;} span.EmailStyle17 {mso-style-type:personal-compose; font-family:"Calibri","sans-serif"; color:windowtext;} .MsoChpDefault {mso-style-type:export-only;} @page Section1 {size:612.0pt 792.0pt; margin:70.85pt 70.85pt 70.85pt 70.85pt;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 9]><xml> <o:shapedefaults v:ext="edit" spidmax="1026" /> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext="edit"> <o:idmap v:ext="edit" data="1" /> </o:shapelayout></xml><![endif]--> <div class="Section1"> <p class="MsoNormal"><span lang="EN-US">Hi all.<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">I installed Simspark and Rcssserver3d from [1] (for Windows). If I run rcssserver3d.cmd, I see error about missing ruby (etc. msvcrt-ruby18.dll) because package doesn’t include it. Rcssserver3d doesn’t need ruby library for compilation. But it need to run. In Linux or Mac OS X is no problem with library. But Windows package (rcssserver3d.exe) should be include this library. I suggest insert this line into file rcssserver3d/CMakeLists.txt after line 22:<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">if(WIN32)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">find_package(Ruby REQUIRED)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">endif(WIN32)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p> <p class="MsoNormal"><span lang="EN-US">The same case is project Rsgedit. It need freetype, devil and ruby libraries to run. In file rsgedit/CMakeLists.txt after line 13:<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">If(WIN32)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">find_package(Freetype REQUIRED)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">find_package(DevIL REQUIRED)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">find_package(Ruby REQUIRED)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">endif(WIN32)<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p> <p class="MsoNormal"><span lang="EN-US">This modification is only for NSIS Installer, which created package from VS2008.<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">I think this is very graceful solution how to include missing dll’s into Windows package of projects.<o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US">So what do you say?</span></p> </div> </blockquote> Yes, you are right. I thought that I'm using a statically linked Ruby since there were no .dll files in ruby's lib/ directory. But surprisingly after release someone complained about missing ruby .dll to me and I discovered that it is located in ruby's bin/ directory. :P<br> <br> Adding these requirements is not enough, and we should add commands to find and copy the .dll file(s) in appropriate directories. <br> We can add the find_package() command and other needed commands in rcssserver3d and others... but now I'm suspect that this is the best way. TBH, these are all simspark dependencies and not applications' (e.g. rcssserver3d). So, I am thinking about it, and it seems that (IMHO) adding such required .dll files in a simspark installation's directory (e.g. simspark/lib/thirdparty) (which you suggested before) is a good solution. We'll need to add this new directory to the .cmd files, but at least the .dll files and commands to include them in the installer is only needed in simspark.<br> <br> What do you think about it?<br> <br> <br> Thanks,<br> Hedayat<br> <br> <blockquote cite="mid:4a9...@mx..." type="cite"> <div class="Section1"> <p class="MsoNormal"><span lang="EN-US"><o:p></o:p></span></p> <p class="MsoNormal"><span lang="EN-US"><o:p> </o:p></span></p> <p class="MsoNormal"><span lang="EN-US">[1]</span><span lang="EN-US"> </span><span lang="EN-US"><a moz-do-not-send="true" href="http://sourceforge.net/projects/simspark/files/">http://sourceforge.net/projects/simspark/files/</a> <o:p></o:p></span></p> </div> <br> <br> __________ Information from ESET NOD32 Antivirus, version of virus signature database 4364 (20090824) __________<br> <br> The message was checked by ESET NOD32 Antivirus.<br> <br> <a moz-do-not-send="true" href="http://www.eset.com">http://www.eset.com</a><br> <pre wrap=""><hr size="4" width="90%"> ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. <a class="moz-txt-link-freetext" href="http://p.sf.net/sfu/bobj-july">http://p.sf.net/sfu/bobj-july</a> </pre> <pre wrap=""><hr size="4" width="90%"> _______________________________________________ Simspark Generic Physical MAS Simulator simspark-devel mailing list <a class="moz-txt-link-abbreviated" href="mailto:sim...@li...">sim...@li...</a> <a class="moz-txt-link-freetext" href="https://lists.sourceforge.net/lists/listinfo/simspark-devel">https://lists.sourceforge.net/lists/listinfo/simspark-devel</a> </pre> </blockquote> </body> </html> |
From: Marian B. <mar...@gm...> - 2009-08-25 00:27:26
|
Hi all. I installed Simspark and Rcssserver3d from [1] (for Windows). If I run rcssserver3d.cmd, I see error about missing ruby (etc. msvcrt-ruby18.dll) because package doesn't include it. Rcssserver3d doesn't need ruby library for compilation. But it need to run. In Linux or Mac OS X is no problem with library. But Windows package (rcssserver3d.exe) should be include this library. I suggest insert this line into file rcssserver3d/CMakeLists.txt after line 22: if(WIN32) find_package(Ruby REQUIRED) endif(WIN32) The same case is project Rsgedit. It need freetype, devil and ruby libraries to run. In file rsgedit/CMakeLists.txt after line 13: If(WIN32) find_package(Freetype REQUIRED) find_package(DevIL REQUIRED) find_package(Ruby REQUIRED) endif(WIN32) This modification is only for NSIS Installer, which created package from VS2008. I think this is very graceful solution how to include missing dll's into Windows package of projects. So what do you say? [1] http://sourceforge.net/projects/simspark/files/ |
From: Hedayat V. <hed...@ai...> - 2009-07-29 21:02:43
|
Hi Simon, On ۰۹/۰۷/۲۹ 08:12, Simon Raffeiner wrote: > Dear Mr. Vatankhah, > > Am Mittwoch 29 Juli 2009 10:43:33 schrieben Sie: > > >> 1. Is there any problems with using external monitor and disabling >> internal monitor by default? (Does it work fine on local machine and also >> when running on a separate machine?) >> > > No problems in both cases (local and separate machine) so far. > > Thanks a lot for your response. So, it seems that we can disable the internal monitor by default. I will do it soon if nobody is against it. Good luck, Hedayat |
From: Simon R. <sra...@st...> - 2009-07-29 15:42:19
|
Dear Mr. Vatankhah, Am Mittwoch 29 Juli 2009 10:43:33 schrieben Sie: > 1. Is there any problems with using external monitor and disabling > internal monitor by default? (Does it work fine on local machine and also > when running on a separate machine?) No problems in both cases (local and separate machine) so far. -- mit freundlichen Grüßen/regards Simon Raffeiner University of Applied Sciences Offenburg, Germany Computer Science Department, RoboCup Team |
From: Hedayat V. <hed...@ai...> - 2009-07-29 12:11:29
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta content="text/html; charset=UTF-8" http-equiv="Content-Type"> </head> <body text="#000000" bgcolor="#ffffff"> <br> <br> On ۰۹/۰۷/۲۹ 03:54, Marian Buchta wrote: <blockquote cite="mid:598...@ma..." type="cite">Hi Hedayad,<br> <br> <div class="gmail_quote">On Mon, Jul 27, 2009 at 10:08 AM, Hedayat Vatankhah <span dir="ltr"><<a moz-do-not-send="true" href="mailto:hed...@ai...">hed...@ai...</a>></span> wrote:<br> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div text="#000000" bgcolor="#ffffff">Hi Marian, <div class="im"><br> </div> <div class="im"><br> <blockquote type="cite"> <div class="gmail_quote"> <div>Also I have question about directory bin. Actually all this external libraries are copying into bin/ directory. I think this directory is primary for executable files. Maybe it would be better copy this files to the directory lib/ (etc. lib/others , lib/external or else). What do you think?<br> </div> </div> </blockquote> </div> Yes, that would be cleaner. But, a new directory means one more directory to add to path :(, or maybe we might use the lib/ directory itself... (IMHO, all of them has a 'dirty' part, and so they are almost identical solutions for me).<br> What's your opinions about it? <br> </div> </blockquote> <div><br> It is also solution :), all dll's into one directory. If you do this for rcssserver3d project ( \rcssserver3d\lib\rcssserver3d ---> rcssserver3d\lib\ ) I think it would be good do this also for simspark ( \simspark\lib\simspark\ ---> \simspark\lib ) because of symmetry :). Problem solved with the same number of paths.<br> </div> </div> </blockquote> Ooops! Sorry, I wanted to say lib/rcssserver3d, not lib/ :P So, these are my suggestions:<br> 1. Leaving the external .dll files in bin/ directory. While the directory name is bin/, this is not a weird thing in Windows!<br> 2. Moving those .dll files into lib/, lib/external or ... and add that directory to PATH<br> 3. Moving .dlls into lib/rcssserver3d<br> <br> <blockquote cite="mid:598...@ma..." type="cite"> <div class="gmail_quote"> <div> </div> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div text="#000000" bgcolor="#ffffff"><br> <br> A bit off-topic: as of now, you should be able to install simspark and rcssserver3d in any location you like when using the installer in Windows.� <br> </div> </blockquote> <div><br> Because installer create (without user choice) uninstall shortcut into Start menu, maybe it would be great to create shortcut from script files (e.g. rcssserver3d.cmd) to this menu.<br> </div> </div> </blockquote> But the user has the choice! During installation there is a page which asks about the start menu entry name. At the bottom, there is an option like this: Do not create shortcuts. If you check this option, no Start menu entry will be added.<br> Anyway, I wanted to add those .cmd files to start menu, but I faced 2 problems: <br> 1. The default CMake command for this purpose(CPACK_PACKAGE_EXECUTABLES) adds .exe extension to the Start menu shortcut! (I tried to add simspark.bat to start menu, and I found that CPack has added it as simspark.bat.exe!!)<br> 2. Current .cmd files must be run from the bin/ directory, and do not work outside it. But that's easy to solve. <br> <br> I've not investigated to see if it is possible to solve the first problem using cmake commands. If not, it is possible to do that by adding NSIS commands to CPACK_NSIS_EXTRA_INSTALL_COMMANDS and CPACK_NSIS_EXTRA_UNINSTALL_COMMANDS. But it needs some time that I'm not currently going to put on this issue. It would be nice if someone do it. :)<br> <br> <blockquote cite="mid:598...@ma..." type="cite"> <div class="gmail_quote"> <div>�</div> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div text="#000000" bgcolor="#ffffff"><br> Thanks a lot,<br> <font color="#888888">Hedayat</font></div> </blockquote> <div><br> Thank you :).<br> Best Regards,<br> Marian Buchta <br> </div> </div> </blockquote> <br> Thanks,<br> Hedayat<br> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2009-07-29 08:50:58
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> </head> <body text="#000000" bgcolor="#ffffff"> Hi all,<br> 1. Is there any problems with using external monitor and disabling internal monitor by default? (Does it work fine on local machine and also when running on a separate machine?)<br> <br> 2. Sander/Mart: What happened to the network code finally? Would you please fix the current network handling code in simspark SVN?<br> <br> 3. Current multi-threaded code has a small bug which I'll fix today, and I think we can enable multi-threading by default. Would you please test the latest simspark (in 2-3 hours from now) to see if it works fine?<br> <br> 4. It seems that the current timing in single threaded code is buggy. I'll commit a fix. It would be nice if you can conduct some tests to see if it really works fine. (In the current version I think most of the cycles will last at least 0.04 instead of 0.02). (To verify, just check what happens in the Step() function at the first run on the simulation loop. I think no physical simulation happens in that cycle! I should check it once more but I think replacing the while loop in Step() with a do-while loop will fix it.)<br> <br> Thanks,<br> Hedayat<br> </body> </html> |