OpenRacing Universal Track Interface: Difference between revisions

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(New page: == Discussion == ... == Requirements == Which informations are needed by OR modules. === Graphics === * 3D model and textures of the track. === AIs === * Graph of drivable segments ...)
 
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== Background and goals ==
Most people think that the base of moderns simulators are about the vehicle they represents. But actually the hearth of the simulation is how the track made of. It defines the visual context, the physical parameters of the whole application. One problem might arise during the developement of a simulator: the physical part of track modeling is done the way that it is so deeply integrated to the application that it sticks the whole simulator to one physical engine.
The effort between OpenRacing Universal Track Interface (ORUTI) is to address the above mentioned issue. By creating a well defined  universal interface between the simulator and the physical engine those parts can be separated as well. So one is able to change the Physical engine under OpenRacing or create and apply a new track without knowing anything about the structure of Openracing code. Simply knowing interface makes possible to create new tracks.
The UTI adresses two aspect of track creation:


== Requirements ==
== Requirements ==

Revision as of 14:23, 26 February 2009

Discussion

...

Background and goals

Most people think that the base of moderns simulators are about the vehicle they represents. But actually the hearth of the simulation is how the track made of. It defines the visual context, the physical parameters of the whole application. One problem might arise during the developement of a simulator: the physical part of track modeling is done the way that it is so deeply integrated to the application that it sticks the whole simulator to one physical engine.

The effort between OpenRacing Universal Track Interface (ORUTI) is to address the above mentioned issue. By creating a well defined universal interface between the simulator and the physical engine those parts can be separated as well. So one is able to change the Physical engine under OpenRacing or create and apply a new track without knowing anything about the structure of Openracing code. Simply knowing interface makes possible to create new tracks.

The UTI adresses two aspect of track creation:


Requirements

Which informations are needed by OR modules.

Graphics

  • 3D model and textures of the track.

AIs

  • Graph of drivable segments connected together.
    • [...]

Physics

  • [...]

API - Data structures

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