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From: Yuan X. <xuy...@gm...> - 2009-01-09 10:16:15
|
Hi Joschka and all, > Actually, I know of at least 2 teams from Humanoid League who are > thinking about joining the 3D Sim-League this year, so I hope it'll be > alright ;-) > Good news! > It's sad, but understandable. You probably are very busy with the SPL > stuff. One question though: the Aldebaran people were really > interested in getting in touch with us to help and improve our Nao > model. Do you think you would have some time to talk to them? I can > get you in touch. I also interest in improving the Nao model. Is there anything that I can do? > Since it's a technical issue, I would say it's a TC decision; but > probably nobody is going to complain as long as there _is_ a > decision ;-) > > True. Does anybody have a suggestion for suitable noise models? > > Again TC, I think. But someone in the committee should bring up the > issues, take the initiative, and push for a deadline; otherwise > chances are that there will be no decision (from my experience). > Maybe we need to CC this mail to TC ;-) > Very cool, great work, Yuan :-) And Player integration sounds very > nice, too! > Thanks. About the Player integration, do teams need to change their code a lot for it? -- Sincerely, Xu Yuan Institute of Informatics, Humboldt University Berlin -------------------------------------------------- |
From: Joschka B. <jos...@am...> - 2009-01-09 07:13:26
|
Hi all, On Jan 8, 2009, at 4:46 AM, Hedayat Vatankhah wrote: > Hi all! > First: Happy new year :) Happy New Year to everyone :-) > "Feng Xue" <hen...@ma...> wrote on 01/07/2009 05:38:14 > PM: >> Hi Yuan, >> >> 21:39:52 2009-01-07 Yuan Xu: >> >> Hello & Happy new year! >> 2009/1/7 Feng Xue hen...@ma...: >> > Hi all, >> > >> > First, happy new year and wish you have a good time in the year >> 2009! >> > >> > And here is my situation, we(WrightEagle) decided not to >> participate >> > simlation3D this year because of being short of hands. And I am >> now a >> > little busy with my paper and SPL league. But I will try my best >> to finish >> > my assignment. >> What a pity! >> I am even afraid there will be not enough teams in RoboCup2009! Actually, I know of at least 2 teams from Humanoid League who are thinking about joining the 3D Sim-League this year, so I hope it'll be alright ;-) >> >> I am pity too. > :( > It's sad, but understandable. You probably are very busy with the SPL stuff. One question though: the Aldebaran people were really interested in getting in touch with us to help and improve our Nao model. Do you think you would have some time to talk to them? I can get you in touch. > >> >> > >> > Considering the previous discussion about the OGRE stuff, I think >> I'd better >> > probably give up this task for 2009 and here is my opinion: our >> simulator >> > has these 3 key problems which are kind of restricting or >> shrinking our >> > research area. >> > >> > First, no noise added on the controlling joint speed. This ideal >> thing will >> > never happen on the real robot. And, because of the elasticity of >> the >> > material of the real robot, the real angle is not that reported >> by the >> > sensor. However, ODE does not support elastic joint or soft >> things. But we >> > can simulate this by adding noise to it. >> Adding noise is easy for MC, but hard for teams ;-) >> >> Yes! But adding a little noise is better than no noise ;-) > I think it is what OC should decide about, right?! Since it's a technical issue, I would say it's a TC decision; but probably nobody is going to complain as long as there _is_ a decision ;-) > Anyway, if any noise is going to be added to the server, I think it > should be done as soon as possible! > True. Does anybody have a suggestion for suitable noise models? > >> >> > Second, the sync model which is already in the todo list. >> According to games >> > of ChinaOpen2008, making a good sync model will let the simulator >> run more >> > stable agents. Then the strategy becomes much more important. The >> dream of >> > integrating 2D and 3D will probably come true. I think the >> strategy is a >> > great challenge because it is hard to scale the speed of opponent >> agent >> > which is relatively easier in 2D. >> > >> But I think the sync mode is suitable for research, but not for >> competition. >> Because the computation time of agent is an important factor, the >> agent should react in real (or given) time. >> >> In ChinaOpen2008, the simulation speed is about 1/3 of the original >> speed. However, >> we can simulate 8 agents or even more. > Sync mode is certainly not suitable for competitions (since one > agent can hold the competitions as much as it likes), but we might > use simulation time instead of real time for competitions. This > feature is already implemented, so it only needs a decision. Again, > I wonder who should decide about it! Maybe OC?! (I think I should > read committees tasks again :)) Again TC, I think. But someone in the committee should bring up the issues, take the initiative, and push for a deadline; otherwise chances are that there will be no decision (from my experience). > > >> >> > Third, the information that agent received from the server is too >> few. I'd >> > suggest we provide the restricted vision perceptor with the >> information of >> > hands and legs. And, we'd better provide the camera perceptor >> which is >> > firstly making our robot model like the real robot and secondly >> extend the >> > research area. However, this makes the sensor informaion quite >> large. But if >> > the sync model is good, this problem will probably be solved. >> I have a draft version of image camera, see this: >> http://www2.informatik.hu-berlin.de/~xu/image_sensor.png >> But I hacked the communication between agent and server... >> >> Awesome! And this reminds me the feature of external monitor. We >> really need >> a powerful monitor! > Really nice :) If I manage to implement the Player integration soon, > I think the communication problem will go away since Player supports > camera sensors... > Very cool, great work, Yuan :-) And Player integration sounds very nice, too! Cheers, Joschka |
From: Hedayat V. <hed...@ai...> - 2009-01-07 19:58:03
|
Hi all! First: Happy new year :) /*"Feng Xue" <hen...@ma...>*/ wrote on 01/07/2009 05:38:14 PM: > Hi Yuan, > > 21:39:52 2009-01-07 Yuan Xu: > > > Hello & Happy new year! > 2009/1/7 Feng Xue hen...@ma... > <mailto:hen...@ma...>: > > Hi all, > > > > First, happy new year and wish you have a good time in the year 2009! > > > > And here is my situation, we(WrightEagle) decided not to participate > > simlation3D this year because of being short of hands. And I am now a > > little busy with my paper and SPL league. But I will try my best to finish > > my assignment. > What a pity! > I am even afraid there will be not enough teams in RoboCup2009! > > > I am pity too. > :( > > > > > > Considering the previous discussion about the OGRE stuff, I think I'd better > > probably give up this task for 2009 and here is my opinion: our simulator > > has these 3 key problems which are kind of restricting or shrinking our > > research area. > > > > First, no noise added on the controlling joint speed. This ideal thing will > > never happen on the real robot. And, because of the elasticity of the > > material of the real robot, the real angle is not that reported by the > > sensor. However, ODE does not support elastic joint or soft things. But we > > can simulate this by adding noise to it. > Adding noise is easy for MC, but hard for teams ;-) > > > Yes! But adding a little noise is better than no noise ;-) > I think it is what OC should decide about, right?! Anyway, if any noise is going to be added to the server, I think it should be done as soon as possible! > > > > Second, the sync model which is already in the todo list. According to games > > of ChinaOpen2008, making a good sync model will let the simulator run more > > stable agents. Then the strategy becomes much more important. The dream of > > integrating 2D and 3D will probably come true. I think the strategy is a > > great challenge because it is hard to scale the speed of opponent agent > > which is relatively easier in 2D. > > > But I think the sync mode is suitable for research, but not for competition. > Because the computation time of agent is an important factor, the > agent should react in real (or given) time. > > > In ChinaOpen2008, the simulation speed is about 1/3 of the original > speed. However, > we can simulate 8 agents or even more. > Sync mode is certainly not suitable for competitions (since one agent can hold the competitions as much as it likes), but we might use simulation time instead of real time for competitions. This feature is already implemented, so it only needs a decision. Again, I wonder who should decide about it! Maybe OC?! (I think I should read committees tasks again :)) > > > > Third, the information that agent received from the server is too few. I'd > > suggest we provide the restricted vision perceptor with the information of > > hands and legs. And, we'd better provide the camera perceptor which is > > firstly making our robot model like the real robot and secondly extend the > > research area. However, this makes the sensor informaion quite large. But if > > the sync model is good, this problem will probably be solved. > I have a draft version of image camera, see this: > http://www2.informatik.hu-berlin.de/~xu/image_sensor.png > But I hacked the communication between agent and server... > > > Awesome! And this reminds me the feature of external monitor. We > really need > a powerful monitor! > Really nice :) If I manage to implement the Player integration soon, I think the communication problem will go away since Player supports camera sensors... Best wishes for the new year! Hedayat > > > -- > Sincerely, > Xu Yuan > Institute of Informatics, Humboldt University Berlin > -------------------------------------------------- > > > ------------------------------------------------------------------------ > Best Regards, > Feng Xue > 2009-01-07 > > |
From: Yuan X. <xuy...@gm...> - 2009-01-07 13:38:33
|
Hello & Happy new year! 2009/1/7 Feng Xue <hen...@ma...>: > Hi all, > > First, happy new year and wish you have a good time in the year 2009! > > And here is my situation, we(WrightEagle) decided not to participate > simlation3D this year because of being short of hands. And I am now a > little busy with my paper and SPL league. But I will try my best to finish > my assignment. What a pity! I am even afraid there will be not enough teams in RoboCup2009! > > Considering the previous discussion about the OGRE stuff, I think I'd better > probably give up this task for 2009 and here is my opinion: our simulator > has these 3 key problems which are kind of restricting or shrinking our > research area. > > First, no noise added on the controlling joint speed. This ideal thing will > never happen on the real robot. And, because of the elasticity of the > material of the real robot, the real angle is not that reported by the > sensor. However, ODE does not support elastic joint or soft things. But we > can simulate this by adding noise to it. Adding noise is easy for MC, but hard for teams ;-) > Second, the sync model which is already in the todo list. According to games > of ChinaOpen2008, making a good sync model will let the simulator run more > stable agents. Then the strategy becomes much more important. The dream of > integrating 2D and 3D will probably come true. I think the strategy is a > great challenge because it is hard to scale the speed of opponent agent > which is relatively easier in 2D. > But I think the sync mode is suitable for research, but not for competition. Because the computation time of agent is an important factor, the agent should react in real (or given) time. > Third, the information that agent received from the server is too few. I'd > suggest we provide the restricted vision perceptor with the information of > hands and legs. And, we'd better provide the camera perceptor which is > firstly making our robot model like the real robot and secondly extend the > research area. However, this makes the sensor informaion quite large. But if > the sync model is good, this problem will probably be solved. I have a draft version of image camera, see this: http://www2.informatik.hu-berlin.de/~xu/image_sensor.png But I hacked the communication between agent and server... -- Sincerely, Xu Yuan Institute of Informatics, Humboldt University Berlin -------------------------------------------------- |
From: Feng X. <hen...@ma...> - 2009-01-07 13:09:56
|
Hi all, First, happy new year and wish you have a good time in the year 2009! And here is my situation, we(WrightEagle) decided not to participate simlation3D this year because of being short of hands. And I am now a little busy with my paper and SPL league. But I will try my best to finish my assignment. Considering the previous discussion about the OGRE stuff, I think I'd better probably give up this task for 2009 and here is my opinion: our simulator has these 3 key problems which are kind of restricting or shrinking our research area. First, no noise added on the controlling joint speed. This ideal thing will never happen on the real robot. And, because of the elasticity of the material of the real robot, the real angle is not that reported by the sensor. However, ODE does not support elastic joint or soft things. But we can simulate this by adding noise to it. Second, the sync model which is already in the todo list. According to games of ChinaOpen2008, making a good sync model will let the simulator run more stable agents. Then the strategy becomes much more important. The dream of integrating 2D and 3D will probably come true. I think the strategy is a great challenge because it is hard to scale the speed of opponent agent which is relatively easier in 2D. Third, the information that agent received from the server is too few. I'd suggest we provide the restricted vision perceptor with the information of hands and legs. And, we'd better provide the camera perceptor which is firstly making our robot model like the real robot and secondly extend the research area. However, this makes the sensor informaion quite large. But if the sync model is good, this problem will probably be solved. Best Regards, Feng Xue 2009-01-07 |
From: mmd k. <kha...@gm...> - 2008-12-25 14:33:08
|
mmd khalife wants you to join Yaari! Is mmd your friend? <a href="http://yaari.com/?controller=user&action=mailregister&friend=1&sign=YaariZNE455WJL919ZVA921TKI165">Yes, mmd is my friend!</a> <a href="http://yaari.com/?controller=user&action=mailregister&friend=0&sign=YaariZNE455WJL919ZVA921TKI165">No, mmd isn't my friend.</a> Please respond or mmd may think you said no :( Thanks, The Yaari Team ____ If you prefer not to receive this email tell us <a href="http://yaari.com/?controller=absn&action=addoptout&email=sim...@li...">here</a>. If you have any concerns regarding the content of this message, please email ab...@ya.... Yaari LLC, 358 Angier Ave, Atlanta, GA 30312 YaariZNE455WJL919ZVA921TKI165 |
From: mmd k. <kha...@gm...> - 2008-12-22 14:32:14
|
mmd khalife wants you to join Yaari! Is mmd your friend? <a href="http://yaari.com/?controller=user&action=mailregister&friend=1&sign=YaariZNE455WJL919ZVA921TKI165">Yes, mmd is my friend!</a> <a href="http://yaari.com/?controller=user&action=mailregister&friend=0&sign=YaariZNE455WJL919ZVA921TKI165">No, mmd isn't my friend.</a> Please respond or mmd may think you said no :( Thanks, The Yaari Team ____ If you prefer not to receive this email tell us <a href="http://yaari.com/?controller=absn&action=addoptout&email=sim...@li...">here</a>. If you have any concerns regarding the content of this message, please email ab...@ya.... Yaari LLC, 358 Angier Ave, Atlanta, GA 30312 YaariZNE455WJL919ZVA921TKI165 |
From: Hedayat V. <hed...@ai...> - 2008-12-07 17:21:05
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html> <head> </head> <body bgcolor="#ffffff" text="#000000"> <div dir="rtl" align="right"> <div dir="ltr" align="left">Hi all,<br> It seems that we can announce MC plan for 2009 as:<br> <br> </div> <div dir="ltr" align="left">Physical Abstraction Layer Implementation <br> Using OGRE as a rendering engine<br> PhysX Physical Engine support<br> Adding Pixel Camera Sensor<br> Integration with Player project (New Binary Agent-Server Protocol)<br> Server Agent Sync Mode<br> <br> Any comments?!<br> Good luck,<br> Hedayat<br> <br> </div> </div> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2008-12-05 13:09:36
|
Hi Mahdi and All, (CC Joschka, Markus and Oliver) This is a long time that this task is on simspark TODO, and I hope that Joschka can comment on these emails. I'm sorry but I'm not agree with you (maybe it is because of lack of enough information on my side). IMHO, if simspark's monitor + ogre is equal to ZigoratAssistant, we might decide to drop Ogre from simspark's TODO and mark ZigoratAssistant as the official monitor for simspark. If not, I think there are good reasons for adding ogre support to simspark. (as I said, I'm not sure about all what I'm saying, so I'll wait to hear from Joschka, Markus or Oliver about it. Feng might be able to assist too). 1. We definitely want something more than a simple monitor (it could be ZigoratAssistant though). 2. MC work is voluntary, so if someone want's to work on visual effects, he can do it. We can have a prioritized list of tasks (I've called for MC members' opinions several times), but at last there is no force on anybody to select what he wants to do. 3. In fact (I think) using something like Ogre or OpenSceneGraph, could really improve performance. Usually these graphic engines do optimizations to make rendering faster. Ogre rendering loop is customizable and it does not necessarily consume 100% CPU. 4. I wonder if we necessarily will need 2 sets of meshes. Also, it is possible to export ogre meshes from blender, so at worst we can easily generate ogre meshes from blender obj files. 5. I think that Ogre integration will not make code contribution harder as it'll be cleanly separate from the other parts of the code. Anyway, I'll have a look at Robolog's 2007 3DD code to be able to talk more knowledgeable! 6. About node names, there is no need to use the same names for ogre and simple monitor. First it might be possible to create a mapping so that we can use unique names in Ogre only. Also, node names in ogre is optional, and we might be able to work without using them. Finally, (at least currently!) I don't consider myself the right person to discuss this matter, and I hope others could assist in this discussion. Currently, I assume that we are going to add Ogre support to simspark (it could be through ZigoratAssistant or integrated into simspark), that's enough for the plan! Good luck, Hedayat /*Mahdi <zig...@gm...>*/ wrote on ۰۸/۱۲/۰۴ 12:30:03: > Hi Hedayat > > In last mail, I only talked about the problems this would cause on > simsparks users. Now just consider it again, this time for the > developers. I'talk about both good points, and bad points of this > integration: > > Good points: > * We could have a user interface setup easily > * We could have better graphics > * We could better use the graphics hardware for simulation monitoring > > I can't think of much more > > Bad points/controversies: > * Not much a user interface needed for a basic monitor, consider the > 2D league's rcssmonitor, Almost no GUI > * Currently we have sky, seas, transparent textures, lightings, and > a fully working scene graph usage, In my opinion other graphic effects > or possible usage of shaders, do not help development of the simulator > itself, nor add new usefull features for the simulation. > Consider that we are going to advance the simulator, we could use the > effort of the community on more important matters. > * Although this is a good point, currently our simulation graphics > are simple, and we should run on more capable graphic cards, even a > typical 128M memoried graphic card can do the work. (But not the > typical intel cards on laptops, these should be considered buried!) > * If the ogre integration is put in an optional way, then there > should be two types of meshes, both having the same name and version, > and be updated together. Special care should be paid to this matter. > * the ogre handling loop of the graphical rendering costs a lot of > code. This make would surely make contributing to the simulator harder > both for the ogre development, and for the simple monitor development. > The changes should not collide. > * Node names should be handled so that no two nodes have a same > name, which is a just overhead in the simple monitor. > * Ogre startup just without any material loading needs about two > seconds. This is not a huge problem, but I don't like simpark to > startup in 5 seconds in a near future. > **** Ogre consumes all of CPU's usage when runned, cause it has a > loop like this: start frame - render frame - finish frame. This would > absolutely effect the simulators performance. Check it out if you > don't beleive me! > > There would be more if I want to say more. And consider that if we > change the simulator's data exchange protocol with the monitor, any > guy can create a monitor or trainer for their own usage, which would > essentially fulfill their own needs, and there is one application in > simulators packages, which currently is using the OGRE, so I don't > think it's wise that ogre usage be duplicated in the simulator. > > > Cheers > Mahdi > > > On Thu, Dec 4, 2008 at 12:08 AM, Hedayat Vatankhah <hed...@ai... > <mailto:hed...@ai...>> wrote: > > Hi Mahdi, > I think OGRE Render system could be an optional part of the > simulator, so there is no problem with having it in the simulator. > And 8mb dependency is not too much I think (cegui and ois are > small enough). Finally, even currently > Intel graphic cards are not much usable... :( > > Good luck, > Hedayat > > /*Mahdi <zig...@gm...> <mailto:zig...@gm...>*/ wrote > on ۰۸/۱۲/۰۳ 12:35:44: > >> Hi Hedayat and Feng >> >> Sure, that would be great. You might start with RoboLog's >> 2007 3DD source (I think they have implemented some OGRE >> related stuff for simspark), or start from scratch. Also you >> might be able to cooperate with Zigorat people, but I'm not >> sure about it. It seems that (as Mahdi told me) >> ZigoratAssistant is not going to replace rcssmonitor3d >> (formerly known as monitorspark ;) ), so providing OGRE >> support inside simspark is still a separate task I think. (?!) >> Anyway, I think we should discuss about it after ChinaOpen 2008. >> >> >> I was against ogre entrance in rcssmonitor3d, since it required a >> 33Mb download excess on source compilation of the simulator, and >> 8 Mb excess on only installing binary packages in Fedora systems. >> That was why I did not want ZigoratAssistant to get in the >> simulator's code. This measures are only for the ogre's size, for >> sure the real download size is much much more, cause for sure >> there are some other packages to be installed for the >> rcssmonitor3d to be able to work correctly with ogre, like OIS, >> CEGUI, Cg, etc. Just think about the updates of ogre or it's >> packages, which would put lots of difficulties on the developers >> for tuning the sources. (Although this is much much smaller >> problem than the first one). Currently the rcssmonitor3d is >> working well on systems with low graphic processing capabilities, >> but introducing ogre to the monitor, will sure make it difficult >> (although with its really hich quality code) for graphic cards >> like intel's series to continue rendering the simulation @ 50 >> fps. Take a look at all these, and please make it simple for the >> simulator to be compiled more independently and be runned on most >> regular hardware. >> >> Cheers >> Mahdi >> > |
From: Mahdi <zig...@gm...> - 2008-12-04 09:00:07
|
Hi Hedayat In last mail, I only talked about the problems this would cause on simsparks users. Now just consider it again, this time for the developers. I'talk about both good points, and bad points of this integration: Good points: * We could have a user interface setup easily * We could have better graphics * We could better use the graphics hardware for simulation monitoring I can't think of much more Bad points/controversies: * Not much a user interface needed for a basic monitor, consider the 2D league's rcssmonitor, Almost no GUI * Currently we have sky, seas, transparent textures, lightings, and a fully working scene graph usage, In my opinion other graphic effects or possible usage of shaders, do not help development of the simulator itself, nor add new usefull features for the simulation. Consider that we are going to advance the simulator, we could use the effort of the community on more important matters. * Although this is a good point, currently our simulation graphics are simple, and we should run on more capable graphic cards, even a typical 128M memoried graphic card can do the work. (But not the typical intel cards on laptops, these should be considered buried!) * If the ogre integration is put in an optional way, then there should be two types of meshes, both having the same name and version, and be updated together. Special care should be paid to this matter. * the ogre handling loop of the graphical rendering costs a lot of code. This make would surely make contributing to the simulator harder both for the ogre development, and for the simple monitor development. The changes should not collide. * Node names should be handled so that no two nodes have a same name, which is a just overhead in the simple monitor. * Ogre startup just without any material loading needs about two seconds. This is not a huge problem, but I don't like simpark to startup in 5 seconds in a near future. **** Ogre consumes all of CPU's usage when runned, cause it has a loop like this: start frame - render frame - finish frame. This would absolutely effect the simulators performance. Check it out if you don't beleive me! There would be more if I want to say more. And consider that if we change the simulator's data exchange protocol with the monitor, any guy can create a monitor or trainer for their own usage, which would essentially fulfill their own needs, and there is one application in simulators packages, which currently is using the OGRE, so I don't think it's wise that ogre usage be duplicated in the simulator. Cheers Mahdi On Thu, Dec 4, 2008 at 12:08 AM, Hedayat Vatankhah <hed...@ai...>wrote: > Hi Mahdi, > I think OGRE Render system could be an optional part of the simulator, so > there is no problem with having it in the simulator. And 8mb dependency is > not too much I think (cegui and ois are small enough). Finally, even > currently > Intel graphic cards are not much usable... :( > > Good luck, > Hedayat > > *Mahdi <zig...@gm...> <zig...@gm...>* wrote on ۰۸/۱۲/۰۳ > 12:35:44: > > Hi Hedayat and Feng > > Sure, that would be great. You might start with RoboLog's 2007 3DD source >> (I think they have implemented some OGRE related stuff for simspark), or >> start from scratch. Also you might be able to cooperate with Zigorat people, >> but I'm not sure about it. It seems that (as Mahdi told me) ZigoratAssistant >> is not going to replace rcssmonitor3d (formerly known as monitorspark ;) ), >> so providing OGRE support inside simspark is still a separate task I think. >> (?!) >> Anyway, I think we should discuss about it after ChinaOpen 2008. >> > > I was against ogre entrance in rcssmonitor3d, since it required a 33Mb > download excess on source compilation of the simulator, and 8 Mb excess on > only installing binary packages in Fedora systems. That was why I did not > want ZigoratAssistant to get in the simulator's code. This measures are only > for the ogre's size, for sure the real download size is much much more, > cause for sure there are some other packages to be installed for the > rcssmonitor3d to be able to work correctly with ogre, like OIS, CEGUI, Cg, > etc. Just think about the updates of ogre or it's packages, which would put > lots of difficulties on the developers for tuning the sources. (Although > this is much much smaller problem than the first one). Currently the > rcssmonitor3d is working well on systems with low graphic processing > capabilities, but introducing ogre to the monitor, will sure make it > difficult (although with its really hich quality code) for graphic cards > like intel's series to continue rendering the simulation @ 50 fps. Take a > look at all these, and please make it simple for the simulator to be > compiled more independently and be runned on most regular hardware. > > Cheers > Mahdi > > |
From: Hedayat V. <hed...@ai...> - 2008-12-03 20:40:16
|
Hi Mahdi, I think OGRE Render system could be an optional part of the simulator, so there is no problem with having it in the simulator. And 8mb dependency is not too much I think (cegui and ois are small enough). Finally, even currently Intel graphic cards are not much usable... :( Good luck, Hedayat /*Mahdi <zig...@gm...>*/ wrote on ۰۸/۱۲/۰۳ 12:35:44: > Hi Hedayat and Feng > > Sure, that would be great. You might start with RoboLog's 2007 3DD > source (I think they have implemented some OGRE related stuff for > simspark), or start from scratch. Also you might be able to > cooperate with Zigorat people, but I'm not sure about it. It seems > that (as Mahdi told me) ZigoratAssistant is not going to replace > rcssmonitor3d (formerly known as monitorspark ;) ), so providing > OGRE support inside simspark is still a separate task I think. (?!) > Anyway, I think we should discuss about it after ChinaOpen 2008. > > > I was against ogre entrance in rcssmonitor3d, since it required a 33Mb > download excess on source compilation of the simulator, and 8 Mb > excess on only installing binary packages in Fedora systems. That was > why I did not want ZigoratAssistant to get in the simulator's code. > This measures are only for the ogre's size, for sure the real download > size is much much more, cause for sure there are some other packages > to be installed for the rcssmonitor3d to be able to work correctly > with ogre, like OIS, CEGUI, Cg, etc. Just think about the updates of > ogre or it's packages, which would put lots of difficulties on the > developers for tuning the sources. (Although this is much much smaller > problem than the first one). Currently the rcssmonitor3d is working > well on systems with low graphic processing capabilities, but > introducing ogre to the monitor, will sure make it difficult (although > with its really hich quality code) for graphic cards like intel's > series to continue rendering the simulation @ 50 fps. Take a look at > all these, and please make it simple for the simulator to be compiled > more independently and be runned on most regular hardware. > > Cheers > Mahdi > |
From: Mahdi <zig...@gm...> - 2008-12-02 21:05:47
|
Hi Hedayat and Feng Sure, that would be great. You might start with RoboLog's 2007 3DD source (I > think they have implemented some OGRE related stuff for simspark), or start > from scratch. Also you might be able to cooperate with Zigorat people, but > I'm not sure about it. It seems that (as Mahdi told me) ZigoratAssistant is > not going to replace rcssmonitor3d (formerly known as monitorspark ;) ), so > providing OGRE support inside simspark is still a separate task I think. > (?!) > Anyway, I think we should discuss about it after ChinaOpen 2008. > I was against ogre entrance in rcssmonitor3d, since it required a 33Mb download excess on source compilation of the simulator, and 8 Mb excess on only installing binary packages in Fedora systems. That was why I did not want ZigoratAssistant to get in the simulator's code. This measures are only for the ogre's size, for sure the real download size is much much more, cause for sure there are some other packages to be installed for the rcssmonitor3d to be able to work correctly with ogre, like OIS, CEGUI, Cg, etc. Just think about the updates of ogre or it's packages, which would put lots of difficulties on the developers for tuning the sources. (Although this is much much smaller problem than the first one). Currently the rcssmonitor3d is working well on systems with low graphic processing capabilities, but introducing ogre to the monitor, will sure make it difficult (although with its really hich quality code) for graphic cards like intel's series to continue rendering the simulation @ 50 fps. Take a look at all these, and please make it simple for the simulator to be compiled more independently and be runned on most regular hardware. Cheers Mahdi |
From: Hedayat V. <hed...@ai...> - 2008-12-02 14:18:43
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <br> -------- Original Message -------- <table class="moz-email-headers-table" border="0" cellpadding="0" cellspacing="0"> <tbody> <tr> <th align="right" nowrap="nowrap" valign="baseline">Subject: </th> <td>Re: [simspark-devel] MC Plan/CMake integration</td> </tr> <tr> <th align="right" nowrap="nowrap" valign="baseline">Date: </th> <td>Tue, 02 Dec 2008 17:21:32 +0330</td> </tr> <tr> <th align="right" nowrap="nowrap" valign="baseline">From: </th> <td>Hedayat Vatankhah <a class="moz-txt-link-rfc2396E" href="mailto:hed...@ai..."><hed...@ai...></a></td> </tr> <tr> <th align="right" nowrap="nowrap" valign="baseline">To: </th> <td>Feng Xue <a class="moz-txt-link-rfc2396E" href="mailto:hen...@ma..."><hen...@ma...></a></td> </tr> <tr> <th align="right" nowrap="nowrap" valign="baseline">References: </th> <td><a class="moz-txt-link-rfc2396E" href="mailto:428...@us..."><428...@us...></a></td> </tr> </tbody> </table> <br> <br> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> <span><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>"Feng Xue" <a moz-do-not-send="true" class="moz-txt-link-rfc2396E" href="mailto:hen...@ma..."><hen...@ma...></a></b></i> wrote on ۰۸/۱۲/۰۲ 08:27:14:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:200...@ma..." type="cite"> <meta http-equiv="Content-Type" content="text/html; "> <meta content="MSHTML 6.00.6000.16735" name="GENERATOR"> <style>@font-face { font-family: ����; } @font-face { font-family: Verdana; } @font-face { font-family: @����; } @page Section1 {size: 595.3pt 841.9pt; margin: 72.0pt 90.0pt 72.0pt 90.0pt; layout-grid: 15.6pt; } P.MsoNormal { TEXT-JUSTIFY: inter-ideograph; FONT-SIZE: 10.5pt; MARGIN: 0cm 0cm 0pt; FONT-FAMILY: "Times New Roman"; TEXT-ALIGN: justify } LI.MsoNormal { TEXT-JUSTIFY: inter-ideograph; FONT-SIZE: 10.5pt; MARGIN: 0cm 0cm 0pt; FONT-FAMILY: "Times New Roman"; TEXT-ALIGN: justify } DIV.MsoNormal { TEXT-JUSTIFY: inter-ideograph; FONT-SIZE: 10.5pt; MARGIN: 0cm 0cm 0pt; FONT-FAMILY: "Times New Roman"; TEXT-ALIGN: justify } A:link { COLOR: blue; TEXT-DECORATION: underline } SPAN.MsoHyperlink { COLOR: blue; TEXT-DECORATION: underline } A:visited { COLOR: purple; TEXT-DECORATION: underline } SPAN.MsoHyperlinkFollowed { COLOR: purple; TEXT-DECORATION: underline } SPAN.EmailStyle17 { FONT-WEIGHT: normal; COLOR: windowtext; FONT-STYLE: normal; FONT-FAMILY: Verdana; TEXT-DECORATION: none; mso-style-type: personal-compose } DIV.Section1 { page: Section1 } BLOCKQUOTE { MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px; MARGIN-LEFT: 2em } OL { MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px } UL { MARGIN-TOP: 0px; MARGIN-BOTTOM: 0px } </style> <div><font face="Courier New" size="2">Hi Hedayat,</font></div> </blockquote> Hi Feng,<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:200...@ma..." type="cite"> <div> </div> <div><font face="Courier New" size="2">I am sorry that I'm busy with ChinaOpen2008(end at 12.9), and didn't </font></div> <div><font face="Courier New" size="2">pay much attention to server-dev.</font></div> </blockquote> :) I wish good competitions there!<br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:200...@ma..." type="cite"> <div><font face="Courier New" size="2">I will have time after 12.9. BTW, I don't have </font><font face="Courier New" size="2">permission to doc[1].</font></div> <div><font face="Courier New" size="2">Please </font><font face="Courier New" size="2">tell me how to access it.</font></div> </blockquote> Joschka have added you there with your email address, so you have permission to access it. I've sent an email from the google doc's page for you. If you have not created a google account with this email address, please create one or if you have an existing google account please send me your google username.<br> <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:200...@ma..." type="cite"> <div> </div> <div><font face="Courier New" size="2">I remember there is a OGRE task. If it is not assigned, may I do it?</font></div> </blockquote> Sure, that would be great. You might start with RoboLog's 2007 3DD source (I think they have implemented some OGRE related stuff for simspark), or start from scratch. Also you might be able to cooperate with Zigorat people, but I'm not sure about it. It seems that (as Mahdi told me) ZigoratAssistant is not going to replace rcssmonitor3d (formerly known as monitorspark ;) ), so providing OGRE support inside simspark is still a separate task I think. (?!)<br> Anyway, I think we should discuss about it after ChinaOpen 2008. <br> <br> Thanks a lot,<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:200...@ma..." type="cite"> <div> </div> <div align="left"><font face="Courier New"> <div align="left"><font size="2"> <hr style="width: 122px; height: 2px;" size="2"></font></div> <div align="left"><font size="2">Best Regards,</font></div> </font> <div><font face="Courier New" size="2"><span>Feng Xue</span></font></div> <div><font face="Courier New" size="2">2008-12-02</font></div> </div> <div><font face="Courier New" size="2"> <hr></font></div> <div><font face="Courier New"><font size="2"><strong>Sent By��</strong> Hedayat Vatankhah</font></font></div> <div><font face="Courier New"><font size="2"><strong>Sent At��</strong> 2008-12-01 17:23:54</font></font></div> <div><font face="Courier New"><font size="2"><strong>Sent To��</strong> Simspark Devel ML</font></font></div> <div><font face="Courier New"><font size="2"><strong>CC To��</strong> </font></font></div> <div><font face="Courier New"><font size="2"><strong>Topic��</strong> [simspark-devel] MC Plan/CMake integration</font></font></div> <div> </div> <div><font face="Courier New" size="2"> <p style="margin-top: 0pt; margin-bottom: 0cm;">Hi all,</p> <p style="margin-top: 0pt; margin-bottom: 0cm;">It's December 1st and we should have announced MC plan till now. I, Yuan and Mahdi have talked about what we are going to do but others have not said anything. So, please let us know what you are going to do, specially considering what is proposed here[1]. </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">Ben, will you continue your work on the physical abstraction layer? </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">What about others?</p> <p style="margin-top: 0pt; margin-bottom: 0cm;"><br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">We should decide about our plan till this Friday, and the plan will be announce after that.<br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;"><br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">Finally, I've committed initial support for CMake to spark/. It's not complete but usable. It would be nice if you could test it on different platforms and let me know about the problems and/or fix it.<br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;"><br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">Good luck,</p> <p style="margin-top: 0pt; margin-bottom: 0cm;">Hedayat<br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;"><br> </p> <p style="margin-top: 0pt; margin-bottom: 0cm;">[1] <a moz-do-not-send="true" class="moz-txt-link-freetext" href="http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en">http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en</a><br> </p> </font></div> </blockquote> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2008-12-02 14:11:50
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> <meta content="text/html;charset=UTF-8" http-equiv="Content-Type"> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <span></span><span> <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>"Mohammad T. Khalifeh" <a class="moz-txt-link-rfc2396E" href="mailto:kha...@gm..."><kha...@gm...></a></b></i> wrote on ۰۸/۱۲/۰۲ 05:01:37:</span><br> <blockquote style="border-left: 2px solid rgb(16, 16, 255); color: navy; background-color: rgb(245, 245, 245); padding-left: 15px;" cite="mid:b74...@ma..." type="cite"><br> <br> <div class="gmail_quote"> <blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;"> <div style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <p style="margin-bottom: 0cm; margin-top: 0pt;">Hi all,</p> <p style="margin-bottom: 0cm; margin-top: 0pt;">It's December 1st and we should have announced MC plan till now. I, Yuan and Mahdi have talked about what we are going to do but others have not said anything. So, please let us know what you are going to do, specially considering what is proposed here[1]. </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Ben, will you continue your work on the physical abstraction layer? </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">What about others?</p> </div> </blockquote> </div> <br> hi hedayat and others<br> </blockquote> Hi Mohammad,<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:b74...@ma..." type="cite">i'm working on a game development company now,and i use Nvidia PhysX for 3d scene physical simulation there,<br> so i think it's better i try to Implement nvidia PhysX engine in my free time , if anyone else do not this till now.<br> </blockquote> That's nice too. This could complement Ben's work. If we decide to go for PAL[1], it would be nice if you could assess PAL's PhysX support and provide missing features. Or maybe (specially since Ben can't work now) you might assess PAL's PhysX support so that we can decide about using PAL or writing a new physical abstraction layer.<br> <br> It seems that we are going to have an exiting plan for MC in 2009! :) Hopefully we can have a good MC like last year or event better! <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:b74...@ma..." type="cite"> <br> and every one, i'm new member of robocup family and i think any one here have more experiments and have more information about server artichecture than me,<br> so i need your help's all!!!<img goomoji="330" style="margin: 0pt 0.2ex; vertical-align: middle;" src="cid:par...@ai..."><br> </blockquote> No problem, people are cooperative here :)<br> <br> Best Wishes,<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:b74...@ma..." type="cite"> <br> <br> -- <br> Mohammad Taghi Khalifeh<br> PolyteCS 3D<br> <a moz-do-not-send="true" href="http://math-cs.aut.ac.ir/polytecs/">http://math-cs.aut.ac.ir/polytecs/</a><br> <br> </blockquote> </body> </html> |
From: Feng X. <hen...@ma...> - 2008-12-02 04:57:27
|
Hi Hedayat, I am sorry that I'm busy with ChinaOpen2008(end at 12.9), and didn't pay much attention to server-dev. I will have time after 12.9. BTW, I don't have permission to doc[1]. Please tell me how to access it. I remember there is a OGRE task. If it is not assigned, may I do it? Best Regards, Feng Xue 2008-12-02 Sent By: Hedayat Vatankhah Sent At: 2008-12-01 17:23:54 Sent To: Simspark Devel ML CC To: Topic: [simspark-devel] MC Plan/CMake integration Hi all, It's December 1st and we should have announced MC plan till now. I, Yuan and Mahdi have talked about what we are going to do but others have not said anything. So, please let us know what you are going to do, specially considering what is proposed here[1]. Ben, will you continue your work on the physical abstraction layer? What about others? We should decide about our plan till this Friday, and the plan will be announce after that. Finally, I've committed initial support for CMake to spark/. It's not complete but usable. It would be nice if you could test it on different platforms and let me know about the problems and/or fix it. Good luck, Hedayat [1] http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en |
From: Hedayat V. <hed...@ai...> - 2008-12-01 11:13:05
|
Hi Ben, /*Ben <lgp...@16...>*/ wrote on ۰۸/۱۲/۰۱ 02:34:09: > Hi, Hedayat: > > Yeah, I'll continue the work on PAL and last time the draft is just > a try. But I'm very sorry that currently I am looking for a job and > you know that it's very important for me. However, I'll get back once > a job is get. > Thank you for recent works! It's really wonderful. Thanks :) Also thanks for the reply. Yes I can understand, and your answer was enough since we just need to know what we are going to do in the following months. So currently we know about the following: 1. OpenGL Camera perceptor - Yuan 2. ZigoratAssistan - Mahdi 3. PAL (physical abstraction layer) - Ben 4. Player[1] integration, Sync mode - Me What about others? :) Have a nice time, Hedayat [1] http://playerstage.sourceforge.net/ > > Bese wishes! > Ben > > 2008/12/1 Hedayat Vatankhah <hed...@ai... <mailto:hed...@ai...>> > > Hi all, > > It's December 1st and we should have announced MC plan till now. > I, Yuan and Mahdi have talked about what we are going to do but > others have not said anything. So, please let us know what you are > going to do, specially considering what is proposed here[1]. > > Ben, will you continue your work on the physical abstraction layer? > > What about others? > > > We should decide about our plan till this Friday, and the plan > will be announce after that. > > > Finally, I've committed initial support for CMake to spark/. It's > not complete but usable. It would be nice if you could test it on > different platforms and let me know about the problems and/or fix it. > > > Good luck, > > Hedayat > > > [1] http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en > <http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en> > > > ------------------------------------------------------------------------- > 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=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > _______________________________________________ > Simspark Generic Physical MAS Simulator > simspark-devel mailing list > sim...@li... > <mailto:sim...@li...> > https://lists.sourceforge.net/lists/listinfo/simspark-devel > > |
From: Ben <lgp...@16...> - 2008-12-01 11:04:12
|
Hi, Hedayat: Yeah, I'll continue the work on PAL and last time the draft is just a try. But I'm very sorry that currently I am looking for a job and you know that it's very important for me. However, I'll get back once a job is get. Thank you for recent works! It's really wonderful. Bese wishes! Ben 2008/12/1 Hedayat Vatankhah <hed...@ai...> > Hi all, > > It's December 1st and we should have announced MC plan till now. I, Yuan > and Mahdi have talked about what we are going to do but others have not said > anything. So, please let us know what you are going to do, specially > considering what is proposed here[1]. > > Ben, will you continue your work on the physical abstraction layer? > > What about others? > > > We should decide about our plan till this Friday, and the plan will be > announce after that. > > > Finally, I've committed initial support for CMake to spark/. It's not > complete but usable. It would be nice if you could test it on different > platforms and let me know about the problems and/or fix it. > > > Good luck, > > Hedayat > > > [1] http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en > > ------------------------------------------------------------------------- > 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 > > |
From: Guoping L. <be...@gm...> - 2008-12-01 11:02:24
|
Hi, Hedayat: Yeah, I'll continue the work on PAL and last time the draft is just a try. But I'm very sorry that currently I am looking for a job and you know that it's very important for me. However, I'll get back once a job is get. Thank you for recent works! It's really wonderful. Bese wishes! Ben 2008/12/1 Hedayat Vatankhah <hed...@ai...> > Hi all, > > It's December 1st and we should have announced MC plan till now. I, Yuan > and Mahdi have talked about what we are going to do but others have not said > anything. So, please let us know what you are going to do, specially > considering what is proposed here[1]. > > Ben, will you continue your work on the physical abstraction layer? > > What about others? > > > We should decide about our plan till this Friday, and the plan will be > announce after that. > > > Finally, I've committed initial support for CMake to spark/. It's not > complete but usable. It would be nice if you could test it on different > platforms and let me know about the problems and/or fix it. > > > Good luck, > > Hedayat > > > [1] http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en > > ------------------------------------------------------------------------- > 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 > > |
From: Hedayat V. <hed...@ai...> - 2008-12-01 09:22:49
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html style="direction: ltr;"> <head> </head> <body style="direction: ltr;" bgcolor="#ffffff" text="#000000"> <p style="margin-bottom: 0cm; margin-top: 0pt;">Hi all,</p> <p style="margin-bottom: 0cm; margin-top: 0pt;">It's December 1st and we should have announced MC plan till now. I, Yuan and Mahdi have talked about what we are going to do but others have not said anything. So, please let us know what you are going to do, specially considering what is proposed here[1]. </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Ben, will you continue your work on the physical abstraction layer? </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">What about others?</p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">We should decide about our plan till this Friday, and the plan will be announce after that.<br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Finally, I've committed initial support for CMake to spark/. It's not complete but usable. It would be nice if you could test it on different platforms and let me know about the problems and/or fix it.<br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;"><br> </p> <p style="margin-bottom: 0cm; margin-top: 0pt;">Good luck,</p> <p style="margin-bottom: 0cm; margin-top: 0pt;">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://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en">http://docs.google.com/Doc?id=djkzvqh_106nz6n6v5&hl=en</a><br> </p> </body> </html> |
From: Hedayat V. <hed...@ai...> - 2008-11-30 16:51:33
|
Hi Mahdi and All, /*Mahdi <zig...@gm...>*/ wrote on ۰۸/۱۱/۲۹ 01:55:00: > Hi > > Good work Hedayat! On the new protocol you told about, how would you > propose the new protocol to be? Please tell what features it should > implement, and how would they be, and we can all put it in discussion > for its better performance and usability. What about the previous > protocol? Would it be eliminated or just be present in the simulator's > code? Any suggestions? :) Thanks, but I'm not talking about a new protocol (agent-server protocol). My idea is to integrate our server with Player[1] (probably by providing a plug-in for player, providing virtual hardware), so that agents will use Player client libraries to communicate with the server using Player protocols. Since Player protocol is being used on real hardware, I think it should have good performance. I think the current protocol should be present in the server while the new protocol is under development, but after that, there is probably no reason to maintain the old protocol, except for compatibility with old agents. (We might remove it completely after a compatibility period.) > And one thing more, what about the protocol between simulator and > visual tools like trainers? Currently ZigoratAssistant works properly > (on my PC for now). I'm currently creating documents for developers > and changing it to an automatic make system. The only part which > remains uncoded is the simulator protocol parser, which I'm not able > to write it, But I know some people has previously worked on this > protocol and have previous experiences in documenting it! I'm > currently composing a developers guide manual in LNCS format to > provide full information and steps for contributing to this project, > for both code developers, and for graphics developers or artists( > People who want to know how to create graphical objects like stadiums, > grasses, balls, goals, environments, etc and how to create visual > effects like shaders, composite materials, environmental effects, > etc). If anyone can give a hand on these matters, that would be > awesome. Tell me, and I'll send a most recent version of the manual. Great work. :) For the protocol, I think you have some ideas, so maybe it's a good time to tell us about them, and documenting the protocol, and waiting for somebody to implement it! > > I can see a good year for the league if everyone who can contribute, > would actually contribute. :) me too! Good luck, Hedayat > > Cheers > Mahdi > > > On Thu, Nov 27, 2008 at 5:31 PM, Joschka Boedecker > <jos...@am... > <mailto:jos...@am...>> wrote: > > Hey guys, > > thanks for starting the migration to the new SVN! > > I just wanted to tell you that I created a new mailing list for the > SVN commits: > https://lists.sourceforge.net/lists/listinfo/simspark-svn > > Please let me know if anything doesn't work as expected. > > Cheers, > Joschka > > On Nov 26, 2008, at 11:13 PM, Hedayat Vatankhah wrote: > > > Hi, > > > > "Yuan Xu" <xu...@in... > <mailto:xu...@in...>> wrote on ۰۸/۱۱/۲۶ > > 08:00:38: > >> Hi Hedayat, > >> > >> > >>> Yes, maybe (I think they should talk about this to MC! But they > >>> are silent > >>> for now ;) ) > >>> > >> Then, we need to ASK them. > >> > > OK, I've no problem with asking them! > > > >>> And about myself: I'll hopefully work on a new protocol for agent > >>> (and > >>> probably monitor) communication (most probably through Player > >>> integration), > >>> migration to CMake (I've found some comparisons in favor of cmake > >>> but none > >>> of them were up to date. If anyone has anything against it, please > >>> let me > >>> know) and implementing the Sync mode; in no particular order :P. > >>> (My main > >>> goal is player integration for now). > >>> > >>> > >> Good plan. I think the protocol is very important. > >> Although the S-Exp has some advantages, but it is too slow, > >> and especially it can not handle image data! This makes me in > >> trouble.;-( > >> > > It seems that it's priority is a bit higher than what I thought! > > > > OK, what about the others? > > > > Have a nice time, > > Hedayat > |
From: Mahdi <zig...@gm...> - 2008-11-28 22:25:04
|
Hi Good work Hedayat! On the new protocol you told about, how would you propose the new protocol to be? Please tell what features it should implement, and how would they be, and we can all put it in discussion for its better performance and usability. What about the previous protocol? Would it be eliminated or just be present in the simulator's code? Any suggestions? And one thing more, what about the protocol between simulator and visual tools like trainers? Currently ZigoratAssistant works properly (on my PC for now). I'm currently creating documents for developers and changing it to an automatic make system. The only part which remains uncoded is the simulator protocol parser, which I'm not able to write it, But I know some people has previously worked on this protocol and have previous experiences in documenting it! I'm currently composing a developers guide manual in LNCS format to provide full information and steps for contributing to this project, for both code developers, and for graphics developers or artists( People who want to know how to create graphical objects like stadiums, grasses, balls, goals, environments, etc and how to create visual effects like shaders, composite materials, environmental effects, etc). If anyone can give a hand on these matters, that would be awesome. Tell me, and I'll send a most recent version of the manual. I can see a good year for the league if everyone who can contribute, would actually contribute. Cheers Mahdi On Thu, Nov 27, 2008 at 5:31 PM, Joschka Boedecker < jos...@am...> wrote: > Hey guys, > > thanks for starting the migration to the new SVN! > > I just wanted to tell you that I created a new mailing list for the > SVN commits: > https://lists.sourceforge.net/lists/listinfo/simspark-svn > > Please let me know if anything doesn't work as expected. > > Cheers, > Joschka > > On Nov 26, 2008, at 11:13 PM, Hedayat Vatankhah wrote: > > > Hi, > > > > "Yuan Xu" <xu...@in...> wrote on ۰۸/۱۱/۲۶ > > 08:00:38: > >> Hi Hedayat, > >> > >> > >>> Yes, maybe (I think they should talk about this to MC! But they > >>> are silent > >>> for now ;) ) > >>> > >> Then, we need to ASK them. > >> > > OK, I've no problem with asking them! > > > >>> And about myself: I'll hopefully work on a new protocol for agent > >>> (and > >>> probably monitor) communication (most probably through Player > >>> integration), > >>> migration to CMake (I've found some comparisons in favor of cmake > >>> but none > >>> of them were up to date. If anyone has anything against it, please > >>> let me > >>> know) and implementing the Sync mode; in no particular order :P. > >>> (My main > >>> goal is player integration for now). > >>> > >>> > >> Good plan. I think the protocol is very important. > >> Although the S-Exp has some advantages, but it is too slow, > >> and especially it can not handle image data! This makes me in > >> trouble.;-( > >> > > It seems that it's priority is a bit higher than what I thought! > > > > OK, what about the others? > > > > Have a nice time, > > Hedayat > > > > > > ------------------------------------------------------------------------- > > 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 > > > ------------------------------------------------------------------------- > 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 > |
From: Joschka B. <jos...@am...> - 2008-11-27 14:17:38
|
Hey guys, thanks for starting the migration to the new SVN! I just wanted to tell you that I created a new mailing list for the SVN commits: https://lists.sourceforge.net/lists/listinfo/simspark-svn Please let me know if anything doesn't work as expected. Cheers, Joschka On Nov 26, 2008, at 11:13 PM, Hedayat Vatankhah wrote: > Hi, > > "Yuan Xu" <xu...@in...> wrote on ۰۸/۱۱/۲۶ > 08:00:38: >> Hi Hedayat, >> >> >>> Yes, maybe (I think they should talk about this to MC! But they >>> are silent >>> for now ;) ) >>> >> Then, we need to ASK them. >> > OK, I've no problem with asking them! > >>> And about myself: I'll hopefully work on a new protocol for agent >>> (and >>> probably monitor) communication (most probably through Player >>> integration), >>> migration to CMake (I've found some comparisons in favor of cmake >>> but none >>> of them were up to date. If anyone has anything against it, please >>> let me >>> know) and implementing the Sync mode; in no particular order :P. >>> (My main >>> goal is player integration for now). >>> >>> >> Good plan. I think the protocol is very important. >> Although the S-Exp has some advantages, but it is too slow, >> and especially it can not handle image data! This makes me in >> trouble.;-( >> > It seems that it's priority is a bit higher than what I thought! > > OK, what about the others? > > Have a nice time, > Hedayat > > > ------------------------------------------------------------------------- > 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 |
From: Hedayat V. <hed...@ai...> - 2008-11-26 22:16:57
|
Hi, /*"Yuan Xu" <xu...@in...>*/ wrote on ۰۸/۱۱/۲۶ 08:00:38: > Hi Hedayat, > > >> Yes, maybe (I think they should talk about this to MC! But they are silent >> for now ;) ) >> > Then, we need to ASK them. > OK, I've no problem with asking them! >> And about myself: I'll hopefully work on a new protocol for agent (and >> probably monitor) communication (most probably through Player integration), >> migration to CMake (I've found some comparisons in favor of cmake but none >> of them were up to date. If anyone has anything against it, please let me >> know) and implementing the Sync mode; in no particular order :P. (My main >> goal is player integration for now). >> >> > > Good plan. I think the protocol is very important. > Although the S-Exp has some advantages, but it is too slow, > and especially it can not handle image data! This makes me in trouble.;-( > It seems that it's priority is a bit higher than what I thought! OK, what about the others? Have a nice time, Hedayat |
From: Yuan X. <xu...@in...> - 2008-11-26 16:30:43
|
Hi Hedayat, > > Yes, maybe (I think they should talk about this to MC! But they are silent > for now ;) ) > Then, we need to ASK them. > And about myself: I'll hopefully work on a new protocol for agent (and > probably monitor) communication (most probably through Player integration), > migration to CMake (I've found some comparisons in favor of cmake but none > of them were up to date. If anyone has anything against it, please let me > know) and implementing the Sync mode; in no particular order :P. (My main > goal is player integration for now). > Good plan. I think the protocol is very important. Although the S-Exp has some advantages, but it is too slow, and especially it can not handle image data! This makes me in trouble.;-( -- Sincerely, Xu Yuan Institute of Informatics, Humboldt University Berlin -------------------------------------------------- |
From: Hedayat V. <hed...@ai...> - 2008-11-26 00:08:15
|
Hi Yuan, /*"Yuan Xu" <xu...@in...>*/ wrote on ۰۸/۱۱/۲۵ 12:58:54: > Hi Hedayat, > > 2008/11/24 Hedayat Vatankhah <hed...@ai...>: > >> Hi all, >> ... > > Great work! The new era starts ;-) > :) >> Now, we need a plan for MC for 2009; please help in this area so that we can >> announce MC plan for this year before December (or a little later in the >> worst case). Notice that 3DD teams should consider our plan when deciding >> about their proposal. There are some tasks proposed at [1], but you may add >> new tasks to the list. Please let us know about what you want to do in MC in >> the following months. Also, express your opinions about the tasks and their >> priorities. >> What features should be added to the next version of the simulator? > > I hope the simulator can support Nao Team better. > I am working on Nao Team Humboldt now, and I have recommended they to > use simspark instead of webots. > They are interested in simspark, but only keep eye on it at present. > Since, the image sensor is missing ( I have already done some work on > it, and hope it will work in this week) > Great! > And also, they think the installation is too difficult, > But not in Fedora ;) Also there are some binary packages for ubuntu. > and more, they hope simspark works in no-Linux system, > in fact, there are already binaries for windows and Mac, but they are > out of date. > Yes. Specially after the transition to simspark SVN, windows support is broken. :( > I hope use Scon/Cmake will make the compilation work in different system easily. > I hope so! :) >> It seems that the current server (maybe version 0.6 or 0.6 with latest >> updates) is good enough for the qualification round. My suggestion is to >> have 2 main server releases before RoboCup 2009, the first one around >> January 10th which provides all of the new features (which affect teams) >> targeted for RoboCup 2009 and another one around April 10th with performance >> improvements and bug fixes or other changes which don't affect the teams. >> Then (hopefully!) we will present other interesting new features plus >> features added by 3DD teams in RoboCup 2009. >> What do you think?!! >> > > Agree, but maybe, we need to ask TC and OC. > Yes, maybe (I think they should talk about this to MC! But they are silent for now ;) ) And about myself: I'll hopefully work on a new protocol for agent (and probably monitor) communication (most probably through Player integration), migration to CMake (I've found some comparisons in favor of cmake but none of them were up to date. If anyone has anything against it, please let me know) and implementing the Sync mode; in no particular order :P. (My main goal is player integration for now). It would be really nice if someone can check ode 0.10's new features and possibly implementing them. Any volunteers? Good luck, Hedayat > >> However, without your help, nothing will happen! >> >> Good luck, >> Hedayat >> |