TorcsDotNet WIP: Difference between revisions
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== OpenRacing Screenshots == | |||
Bellow, you'll find some screenshots showing work in progress of Ogre renderer and GUIs. | |||
<gallery caption="OpenRacing gallery" widths="200px" heights="150px"> | |||
Image:WIP-TorcsOgre-12.jpg|2008-sep-08, high-quality skybox, back to stencil shadows | |||
Image:WIP-TorcsOgre-13.jpg|2008-feb-12, minimalist main menu</gallery> | |||
== Aim == | == Aim == | ||
Revision as of 16:26, 12 February 2009
OpenRacing Screenshots
Bellow, you'll find some screenshots showing work in progress of Ogre renderer and GUIs.
-
2008-sep-08, high-quality skybox, back to stencil shadows
-
2008-feb-12, minimalist main menu
Aim
The aim of the task is to build a C# core for Torcs.
We were creating new C# plugins for a C++ engine, which had to communicate through layers of C# <-> C++ conversions.
I'd like to build a next generation core in C#. For fast development purpose, it first will be able to use current C++ plugins.
C# plugins will be used without the C++ interface, thus allowing to take full advantage of C# design.
Current core relies on plib and other oldness, let's remove all of this!
Plans
Load a complete track using C++ plugin: DONE.Initialize OgreDotNet graphic plugins to display the track: DONE.- Load cars / physics engine : WIP.
- Load sharpy's driver, make it run a car.
- Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...)
Requirements
- Latest mono compiler, compiling it from source is pretty straightforward. Instructions here: http://mono-project.com/Compiling_Mono_From_SVN
- OgreDotNet for the visualization.