World Simulator: Difference between revisions
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Preliminary tasks: | 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) | (see linux/main.cpp) | ||
Secondary tasks: | 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). | |||
- Do it! (if it sounds good). | |||
== Torcs 3D Engine. == | == Torcs 3D Engine. == |
Revision as of 13:42, 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). - Do it! (if it sounds good).
Torcs 3D Engine.
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.
For now making a C# wrapper for the renderer would imply calling C# from C, is that possible?
The whole src/interfaces headers have to be wrapped to C# to.
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()