User Activity

  • Posted a comment on ticket #1279 on Speed Dreams : an Open Motorsport Sim

    Suggestion from this thread - digital button input smoothing. This would be quite critical for keyboard and mouse players, as it's not possible to drive most cars in SD on these digital inputs without assists. This could even be extended to controller users (small analog sticks need similar smoothing filters), but that context could be for another ticket. Here was a patch: https://sourceforge.net/p/speed-dreams/tickets/1011/

  • Posted a comment on ticket #1279 on Speed Dreams : an Open Motorsport Sim

    Here was a patch: https://sourceforge.net/p/speed-dreams/tickets/1011/

  • Posted a comment on ticket #1269 on Speed Dreams : an Open Motorsport Sim

    i'll work on code of menus

  • Posted a comment on ticket #1269 on Speed Dreams : an Open Motorsport Sim

    On Tue, 19 Mar 2024 13:48:45 -0000 Robert Reif via Speed-dreams-devel speed-dreams-devel@lists.sourceforge.net wrote: RAII and smart pointers are not the same thing. Smart pointers defeat the purpose of RAII because they move ownership around. With RAII you don't need to de-initialize anything because the object and every thing it owns will be deleted when it goes out of scope. This difference is not significant in this question. I just spent all day yesterday trying to replace the menu library screen...

  • Posted a comment on ticket #1269 on Speed Dreams : an Open Motorsport Sim

    On Sat, 16 Mar 2024 16:01:47 -0000 Robert Reif via Speed-dreams-devel speed-dreams-devel@lists.sourceforge.net wrote: I'm trying to promote RAII with C++ so someone doesn't have to have intimate knowledge of every single line of code before they can make a change without worrying about unintended consequences. I'm not sure that in the race sim has things suitable for RAII. Here always we have a strong objects heierarchy. And all lifetimes should be known at design time. launch - Init common data...

  • Posted a comment on ticket #1269 on Speed Dreams : an Open Motorsport Sim

    On Mon, 18 Mar 2024 15:58:06 -0000 Xavier Del Campo via Speed-dreams-devel speed-dreams-devel@lists.sourceforge.net wrote: One. Because ABI written at pure C has almost infinite compatibility between any compilers and any verions of compilers. Most of other languages can easy use such ABI directly - pascal, oberon, vala and many others. We or any other can use any of these langs to make AI or renderer. Most of compiled modules are compatible with diffrent versions of the core. This would only make...

  • Posted a comment on ticket #1269 on Speed Dreams : an Open Motorsport Sim

    To my understanding, Speed Dreams (or maybe TORCS) was ported from C to C++ a long time ago, even if a bit poorly. Therefore, it does not seem sensible to keep compatibility against C code just for the sake of it. Is there any historical reason why we would want that? One. Because ABI written at pure C has almost infinite compatibility between any compilers and any verions of compilers. Most of other languages can easy use such ABI directly - pascal, oberon, vala and many others. We or any other...

  • Posted a comment on ticket #1040 on Speed Dreams : an Open Motorsport Sim

    With more than one cars I have this and with more five cars opengl OSG is not displayed I'm playing with 12 cars and all works fine. But i've encountered a problem when i've updated from svn version (and pllyed my changes) All (or almost all) driver bots what was my opponents before update cannot run. An game just closes while loading the race. The log message is: 00:02:18.474 USR Fatal Couldn't load : /home/bw/work/dev/speed-dreams/speed-dreams-git/data/drivers/usr_trb1/trb1-spirit-rb1lt/default.xml...

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icystar
Joined:
2011-05-19 18:02:15

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