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From: David S. <dsa...@te...> - 2015-11-28 03:33:47
|
----- David Savinkoff wrote: > Hi, > > In my last patch I had the following code: > slip_magnitude = 0.000001f + sqrt( MAX(MAX((vn*vn + vt*vt) > > Where (v2) should be equal to (vn*vn + vt*vt) but is not, > because of lack of precision of the float data type. > > Here I use (v2) for velocity squared because the car drives > noticeably better, and (v2) is obviously more accurate. > > slip_magnitude = 0.000001f + sqrt( MAX(MAX((v2) > > BTW is there somewhere I can find recent TORCS source code > changes so that I can test and experiment? > > Sincerely, > David Savinkoff Hi, Here is another patch for floating point improvements. I used sqrtf() where it seemed to make a speed improvement on my slow computer. I used (double) to get more accuracy for CosA and SinA It is obvious that (float) is not sufficient in some circumstances, and that (double) is slower in others. I hope these improvements in wheel.cpp help with making other problems more characterizable. Sincerely, David Savinkoff ps. Speed Dreams should incorporate this patch too. Note that this patch will give you deja vu a few times per lap (even if you do motocross). |
|
From: David S. <dsa...@te...> - 2015-11-25 01:30:56
|
Hi, In my last patch I had the following code: slip_magnitude = 0.000001f + sqrt( MAX(MAX((vn*vn + vt*vt) Where (v2) should be equal to (vn*vn + vt*vt) but is not, because of lack of precision of the float data type. Here I use (v2) for velocity squared because the car drives noticeably better, and (v2) is obviously more accurate. slip_magnitude = 0.000001f + sqrt( MAX(MAX((v2) BTW is there somewhere I can find recent TORCS source code changes so that I can test and experiment? Sincerely, David Savinkoff |
|
From: Bernhard W. <be...@bl...> - 2015-11-16 21:53:04
|
Hi Patricia The camera definition code is in src/modules/graphic/ssggraph/grcam.cpp, you could manipulate an existing camera or just add another one with the behaviour you need. The camera selection code is in grscreen.cpp, look for "curCam". Kind regards Bernhard On 11/16/2015 09:59 PM, Patricia Monica George wrote: > Hi all, > I have been working on a research team which uses TORCS as a > platform to simulate autonomous connected cars. I need to make a video > of all the cars from the aerial view. But due to the distance of the > camera from the top, the logos on the car cannot be seen and the > coordination cannot be seen if i use any other camera angles, as > multiple cars cannot be seen in the same frame. Hence, I would > appreciate any help to find where the camera codes are located and how > to manipulate it. > > Thanks, > Patricia Monica George > > > > Sent with MailTrack > <https://mailtrack.io/install?source=signature&lang=en&referral=pgeorge@g.clemson.edu&idSignature=22> > > > ------------------------------------------------------------------------------ > Presto, an open source distributed SQL query engine for big data, initially > developed by Facebook, enables you to easily query your data on Hadoop in a > more interactive manner. Teradata is also now providing full enterprise > support for Presto. Download a free open source copy now. > http://pubads.g.doubleclick.net/gampad/clk?id=250295911&iu=/4140 > > > > _______________________________________________ > Torcs-users mailing list > Tor...@li... > https://lists.sourceforge.net/lists/listinfo/torcs-users > |
|
From: Patricia M. G. <pgeorge@g.clemson.edu> - 2015-11-16 20:59:16
|
Hi all,
I have been working on a research team which uses TORCS as a
platform to simulate autonomous connected cars. I need to make a video of
all the cars from the aerial view. But due to the distance of the camera
from the top, the logos on the car cannot be seen and the coordination
cannot be seen if i use any other camera angles, as multiple cars cannot be
seen in the same frame. Hence, I would appreciate any help to find where
the camera codes are located and how to manipulate it.
Thanks,
Patricia Monica George
Sent with MailTrack
<https://mailtrack.io/install?source=signature&lang=en&referral=pgeorge@g.clemson.edu&idSignature=22>
|
|
From: David S. <dsa...@te...> - 2015-11-13 03:42:51
|
----- David Savinkoff wrote: > ----- David Savinkoff wrote: > > ----- Bernhard Wymann wrote: > > > Hi David > > > > > > Thank you, I will have a look into this for a later version (1.4.0), I > > > plan as well to study the acual SAE papers and fetching a recent edition > > > of Pacejka's book. > > > > > > Kind regards > > > > > > Bernhard > > > > > > > > > On 06/16/2015 01:16 AM, David Savinkoff wrote: > > > > Hi, > > > > . . . . . . . > > > > Hi Bernhard, > > > > After some time I returned to the TORCS traction issue and spent > > some time and thought on the matter. > > > > Here is a new patch that supersedes the previous, and is to be > > applied to the torcs-1.3.6 source code. Please see. > > > > The traction formula is actually very straightforward. > > Excellent performance and Nobody else has it either. Ha HA > > > > Sincerely, > > David Savinkoff > > > > ps. > > > > To others that compile TORCS: > > You will like this one. > > Hi Bernhard, > > Here is a massive improvement related to skid energy. > > Sincerely, > David Savinkoff Even better. |
|
From: David S. <dsa...@te...> - 2015-11-08 01:57:57
|
----- David Savinkoff wrote: > ----- Bernhard Wymann wrote: > > Hi David > > > > Thank you, I will have a look into this for a later version (1.4.0), I > > plan as well to study the acual SAE papers and fetching a recent edition > > of Pacejka's book. > > > > Kind regards > > > > Bernhard > > > > > > On 06/16/2015 01:16 AM, David Savinkoff wrote: > > > Hi, > > > . . . . . . . > > Hi Bernhard, > > After some time I returned to the TORCS traction issue and spent > some time and thought on the matter. > > Here is a new patch that supersedes the previous, and is to be > applied to the torcs-1.3.6 source code. Please see. > > The traction formula is actually very straightforward. > Excellent performance and Nobody else has it either. Ha HA > > Sincerely, > David Savinkoff > > ps. > > To others that compile TORCS: > You will like this one. Hi Bernhard, Here is a massive improvement related to skid energy. Sincerely, David Savinkoff |
|
From: Deepesh G. <dee...@gm...> - 2015-11-03 21:21:46
|
I am trying to add different trees to a track I created. Created the object map png following 'Build your track in 20 min'. It is adding tree1 (color 0xFF0000) and tree8 (color 0xFFFF00), but any other color in the object map is not having any effect. Stadiums are also fine though (color 0x0000FF to 0x0000FC). Trackgen version: Terrain generator for tracks $Revision: 1.5.2.7 Torcs version: 1.3.4 Gimp version: 2.6.12 (used to create object map png) Deepesh |
|
From: David S. <dsa...@te...> - 2015-11-02 19:39:14
|
----- Bernhard Wymann <be...@bl...> wrote: > Hi David > > Thank you, I will have a look into this for a later version (1.4.0), I > plan as well to study the acual SAE papers and fetching a recent edition > of Pacejka's book. > > Kind regards > > Bernhard > > > On 06/16/2015 01:16 AM, David Savinkoff wrote: > > Hi, > > . . . . . . . Hi Bernhard, After some time I returned to the TORCS traction issue and spent some time and thought on the matter. Here is a new patch that supersedes the previous, and is to be applied to the torcs-1.3.6 source code. Please see. The traction formula is actually very straightforward. Excellent performance and Nobody else has it either. Ha HA Sincerely, David Savinkoff ps. To others that compile TORCS: You will like this one. |