World Simulator: Difference between revisions

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* Per-pixel lighting [http://developer.nvidia.com/attach/6688]
* Per-pixel lighting [http://developer.nvidia.com/attach/6688]
** Phong
** Phong
** Fake sky reflections on coachwork and metallic parts (my personal algorithm) [http://www.irit.fr/Lumiere/Galerie/sp_resize.php?source=./Work%20in%20progress/2006_05/f355/26-hq.png]
** Bump-mapping
** Bump-mapping
* High-quality illumination model
* High-quality illumination model
** HDR rendering [http://en.wikipedia.org/wiki/High_dynamic_range_rendering]
** HDR rendering [http://en.wikipedia.org/wiki/High_dynamic_range_rendering]
** Realistic atmospheric effects (FIXME. can't find illustrations.. watch this if you're not afraid of maths [http://www.ati.com/developer/dx9/ATI-LightScattering.pdf])
** Realistic atmospheric effects (FIXME. can't find illustrations.. watch this if you're not afraid of maths [http://www.ati.com/developer/dx9/ATI-LightScattering.pdf])
A '''little more work''':
* Fake sky reflections on coachwork and metallic parts (my personal algorithm) [http://www.irit.fr/Lumiere/Galerie/sp_resize.php?source=./Work%20in%20progress/2006_05/f355/26-hq.png]


'''Big work''':
'''Big work''':

Revision as of 15:49, 12 June 2008

Torcs in C#

Preliminary tasks:

  • Compile torcs as a library, with very high interface: TorcsLaunch().
  • Make a C# wrapper to it.
  • Launch torcs from Mono.

(see linux/main.cpp)

Secondary tasks:

  • Evaluate how much code must be ported to C# so that rendering and driving code can be run without needing to call C# code from C++ (which I believe is hard / or just bad / or impossible).
  • Do it! (if it sounds good).

Torcs 3D Engine.

Improving

A low cost way to get a more professional looking 3D engine is to improve the existing one little by little. Which what I believe to be a good way to do. Eventually I'll fork the existing engine, because it will certainly require a higher-end computer.

Here is the list of improvements we can get, mainly by making use of OpenGL 2.0 features (Shaders, Buffers Objects).

Without too much work we can achieve:

  • Per-pixel lighting [1]
    • Phong
    • Fake sky reflections on coachwork and metallic parts (my personal algorithm) [2]
    • Bump-mapping
  • High-quality illumination model
    • HDR rendering [3]
    • Realistic atmospheric effects (FIXME. can't find illustrations.. watch this if you're not afraid of maths [4])

Big work:

  • Shadow Maps [5]
  • Real reflections [6]

New engine

Modular architecture already make this possible. The 3D engine implements an interface (defined in interfaces/graphic.h), it is given the high-level information about the track and cars and have to build and display its own geometry from this.

Make it in C# ? For now making a C# wrapper for the renderer would imply calling C# from C, is that possible? If possible, the whole src/interfaces headers have to be wrapped to C# then. (Cf Torcs in C#)

Notes by Jeko for Jeko

It's almost pure OpenGL, so very easy to tweak.

Main work is done in src/modules/graphic/ssggraph/grmain.cpp

It builds a list of "screens" (main screen, mirrors, etc)

Each screen set up the opengl parameters he like and render track, then cars, etc..

Rendering of the car is done here: src/modules/graphic/ssggraph/grcar.cpp, grDrawCar()