OpenRacing WIP: Difference between revisions

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Image:WIP-TorcsOgre-12.jpg|2008-sep-08, high-quality skybox, back to stencil shadows
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
Image:WIP-TorcsOgre-13.jpg|2008-feb-12, minimalist main menu
Image:WIP-TorcsOgre-14.jpg|2008-feb-25, chasing camera</gallery>
Image:WIP-TorcsOgre-14.jpg|2008-feb-25, chasing camera
Image:WIP-TorcsOgre-15.jpg|2008-mar-14, speedometer, tachometer, detect and remove alpha-blended objects</gallery>


== Requirements ==
== Requirements ==

Revision as of 15:39, 14 March 2009

Tasks & Plans

  • Ogre renderer
    • Automatic car 3D model conversion. (can be called "automatic AC3D to Ogre conversion").
    • Automatic track 3D model conversion from Torcs-NG's data (starting from trackgen). Should warn about unsupported geometry and such.
    • Make a camera follows a car (from behind).
  • Core engine
    • Load a complete track using C++ plugin : DONE.
    • Initialize OgreDotNet graphic plugins to display the track : DONE.
    • Load cars / physics engine : DONE.
    • Load a C++ driver / create C# interface : DONE.
  • Distribution
    • Compile libsimulator from unmodified Torcs-NG repository. No hurry for this. They aren't going to start using our code soon, anyway.
  • Driver
    • Implement user controlled vehicle.
    • Load sharpy's driver, make it run a car : Keith will do
  • User interface
    • Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...) : WIP
    • Port to MyGUI's C# interface : Waiting for MyGUI to do it.
    • Work on the installation process

Screenshots

Bellow, you'll find some screenshots showing work in progress of Ogre renderer and GUIs.

Requirements

  • Mono
  • OgreDotNet for the visualization.
  • MyGUI for GUIs
  • OIS for inputs