OpenRacing: Difference between revisions

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Then launch configure.
Then launch configure.


  $ ./configure --with-ogredotnet=/full/path/to/ogredotnet-read-only/bin --with-myguinet=/full/path/to/mygui-or/Bin/Debug
  $ ./configure --with-ogredotnet=/full/path/to/ogredotnet-read-only/bin --with-myguinet=/full/path/to/mygui-or/Bin/Debug --with-tao=/full/path/to/tao/bin
$ make


If everything got right, an openracing script should have been generated. You can launch it immediately or install OpenRacing into the system.
If everything got right, an ''openracing'' script should have been generated. You can launch it immediately or install OpenRacing into the system.


$ make
  $ sudo make install
  $ sudo make install


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If it doesn't work, please complain to us so we can fix the bugs!
If it doesn't work, please complain to us so we can fix the bugs!
== Using the Monodevelop project ==
For developers, a monodevelop project is now available, allowing to edit and launch C# parts of OpenRacing from a nice all-integrated GUI.
First, you must compile openracing as shown above. The compilation process generated for you a monodevelop.sh script.
But before to launch it there is a little hack to do...
Go to the src/ directory. A create link to Ode, OgreDotNet and MyGUI's DLLs. On my system:
$ ln -s /home/jeko/Sources/deps/taoframework-2.1.0/bin/Tao.Ode.dll
$ ln -s /home/jeko/Sources/deps/ogredotnet/bin/Math3D.dll 
$ ln -s /home/jeko/Sources/deps/ogredotnet/bin/OgreDotNet.dll
$ ln -s  /home/jeko/Sources/deps/MyGUI-OR/Bin/Debug/MyGUI.dll
This makes sure monodevelop will find the necessary references needed to compile OpenRacing. (I tried hard to make this better, but it seems impossible)..
Then you can launch:
./monodevelop.sh
The scripts sets some environment variables (so that uninstalled shared libraries from OgreDotNet and MyGUI can be found for execution). Last hack before you're done: you must edit Config.cs file (which appears at the end of the file list):
replace:
public static string OPENRACING_DATA_PATH = "/home/jeko/Sources/openracing/data";
by
public static string OPENRACING_DATA_PATH = "/full/path/to/openracing/data";
You're done!

Revision as of 15:51, 27 April 2009

Intro

OpenRacing is a racing game, but it is also a simulator which aims to develop better artificial intelligence for human-driving assistance and driverless cars. It is based on the Torcs codebase, but is being methodically re-written into C#, ported to leverage the graphics engine Ogre, the physics engine ODE, the input system OIS, the widget API MyGui (which now has C# wrappers, at our request), and extended with a more general track model.

Then, we will have a clean and 10x smaller codebase for building smarter autonomous vehicles which can handle the complexities of urban scenarios, and can eventually navigate via the use of a vision recognition engine and simulated sensors like radar and GPS.

Current Status

The work in progress is here.

OpenRacing Universal Track Interface

Building OpenRacing

OpenRacing hosted in Launchpad / Bzr

Source, etc. is here: Launchpad

Install the dependencies

These instructions assume Ubuntu. If you are running something else, your steps will vary slightly. Instructions here

Compile OpenRacing

Go into openracing's directory.

./autogen.sh

The script installs a few missing files and generate the usual configure script.

Then launch configure.

$ ./configure --with-ogredotnet=/full/path/to/ogredotnet-read-only/bin --with-myguinet=/full/path/to/mygui-or/Bin/Debug --with-tao=/full/path/to/tao/bin
$ make

If everything got right, an openracing script should have been generated. You can launch it immediately or install OpenRacing into the system.

$ sudo make install

And launch!

openracing

If it doesn't work, please complain to us so we can fix the bugs!

Using the Monodevelop project

For developers, a monodevelop project is now available, allowing to edit and launch C# parts of OpenRacing from a nice all-integrated GUI.

First, you must compile openracing as shown above. The compilation process generated for you a monodevelop.sh script.

But before to launch it there is a little hack to do...

Go to the src/ directory. A create link to Ode, OgreDotNet and MyGUI's DLLs. On my system:

$ ln -s /home/jeko/Sources/deps/taoframework-2.1.0/bin/Tao.Ode.dll
$ ln -s /home/jeko/Sources/deps/ogredotnet/bin/Math3D.dll   
$ ln -s /home/jeko/Sources/deps/ogredotnet/bin/OgreDotNet.dll
$ ln -s  /home/jeko/Sources/deps/MyGUI-OR/Bin/Debug/MyGUI.dll

This makes sure monodevelop will find the necessary references needed to compile OpenRacing. (I tried hard to make this better, but it seems impossible)..

Then you can launch:

./monodevelop.sh

The scripts sets some environment variables (so that uninstalled shared libraries from OgreDotNet and MyGUI can be found for execution). Last hack before you're done: you must edit Config.cs file (which appears at the end of the file list):

replace:

public static string OPENRACING_DATA_PATH = "/home/jeko/Sources/openracing/data";

by

public static string OPENRACING_DATA_PATH = "/full/path/to/openracing/data";

You're done!