Revision: 6850 http://playerstage.svn.sourceforge.net/playerstage/?rev=6850&view=rev Author: jeremy_asher Date: 2008-07-11 13:32:47 -0700 (Fri, 11 Jul 2008)
Log Message: ----------- Reformatting release notes Modified Paths: -------------- code/stage/trunk/RELEASE Modified: code/stage/trunk/RELEASE =================================================================== --- code/stage/trunk/RELEASE 2008-07-11 20:28:48 UTC (rev 6849) +++ code/stage/trunk/RELEASE 2008-07-11 20:32:47 UTC (rev 6850) @@ -27,39 +27,40 @@ Richard Vaughan (rtv) [EMAIL PROTECTED] 2006.2.26 ### New Features + Significant user-level changes include: - - Stage is now implemented as the C library - libstage. Using libstage, your programs can include a - sophisticated robot simulator with a few lines of code. The - Player plugin libstageplugin is a wrapper for libstage - that provides simulation services to Player. Player with - libstageplugin is the Player/Stage system. +- Stage is now implemented as the C library + libstage. Using libstage, your programs can include a + sophisticated robot simulator with a few lines of code. The + Player plugin libstageplugin is a wrapper for libstage + that provides simulation services to Player. Player with + libstageplugin is the Player/Stage system. - - Player clients can draw directly in the Stage window using the - graphics2d interface. libstage programs can use the internal - user graphics API. +- Player clients can draw directly in the Stage window using the + graphics2d interface. libstage programs can use the internal + user graphics API. - - Configurable odometry error in position model +- Configurable odometry error in position model - - Gripper model that can pick up anything. Any object can be made - grippable/pushable by setting the the gripper_return property. - - - Pan-tilt-zoom (PTZ) model. +- Gripper model that can pick up anything. Any object can be made + grippable/pushable by setting the the gripper_return property. - - More and improved visualizations, including models leaving trails - over time +- Pan-tilt-zoom (PTZ) model. - - Any object can now have its shape specified by a bitmap file (JPG, - PNG, etc.). +- More and improved visualizations, including models leaving trails + over time - - Worldfile syntax has changed slightly, so you may need to edit your existing -worlds to get them to work. Look at the example worlds in <tt>(stage -src)/worlds</tt> to get the idea. +- Any object can now have its shape specified by a bitmap file (JPG, + PNG, etc.). - - Worlds can be very large (thousands of meters square). +- Worldfile syntax has changed slightly, so you may need to edit your + existing worlds to get them to work. Look at the example worlds in + <stage src>/worlds to get the idea. +- Worlds can be very large (thousands of meters square). + Version 1.6.1 ------------- This is a bug-fix release that replaces 1.6.0. @@ -80,58 +81,57 @@ ### Significant changes visible to the user 1. Stage is now a Player plugin, instead of an executable. The key -benefit of this is that all Player drivers are now available for -use directly with Stage, including sophisticated drivers like -AMCL, without needing passthrough drivers. + benefit of this is that all Player drivers are now available for + use directly with Stage, including sophisticated drivers like + AMCL, without needing passthrough drivers. 2. Stage depends on Player 1.6 or newer. 3. Worldfile syntax has a changed, so you need to edit your existing -worlds to get them to work. Look at the example worlds in <stage -src>/worlds to get the idea. + worlds to get them to work. Look at the example worlds in <stage + src>/worlds to get the idea. 4. Any object can now have its shape specified by a bitmap file 5. Several bitmap file formats are supported, using a third-party -library. Load maps and robot bodies from JPG, PNG, etc. No more PNM -troubles. + library. Load maps and robot bodies from JPG, PNG, etc. No more PNM + troubles. 6. Worlds can now be very large (thousands of meters square). 7. Several models are missing from this release - notably the gripper -and puck. These will be available soon. Meanwhile, enjoy the full -power of Player with the basic laser, sonar, position, fiducial and -blobfinder models. + and puck. These will be available soon. Meanwhile, enjoy the full + power of Player with the basic laser, sonar, position, fiducial and + blobfinder models. 8. Stage no longer depends on libRTK. 9. Some models from previous versions may not yet be available in -this release (e.g. gripper & puck), but we're working on them. Let us -know which ones you need. + this release (e.g. gripper & puck), but we're working on them. Let us + know which ones you need. ### Significant changes under the hood 1. The Stage simulation engine is now a library rather than an -application. The library can be used to write custom robot -simulations. This is very useful if you need to do synchronous control -of robots (e.g for perfectly repeatable experiments), or dynamically -create and destroy robots or other objects. You can't (yet) do this -though Player. Refer to the libstage reference manual -(http://playerstage.sf.net/doc/stage_reference) for the API and -developer docs. + application. The library can be used to write custom robot + simulations. This is very useful if you need to do synchronous control + of robots (e.g for perfectly repeatable experiments), or dynamically + create and destroy robots or other objects. You can't (yet) do this + though Player. Refer to the libstage reference manual + (http://playerstage.sf.net/doc/stage_reference) for the API and + developer docs. 2. Stage is now mostly written in C. A simple object-oriented system -allows one level of inheritance for writing polymorphic model code. + allows one level of inheritance for writing polymorphic model code. 3. The underlying occupancy grid model has changed from a simple -fixed-size array to a sparse array of (almost) unlimited size -(implemented with a hash table). To compensate for the performance hit -of raytracing in the hash table, a three-level multiple-resolution -approach is used. Raytracing is now usually _much_ faster than in -Stage-1.3. To get an idea how this works, select the -View/Debug/Raytrace menu item while a laser or ranger is producing -data. + fixed-size array to a sparse array of (almost) unlimited size + (implemented with a hash table). To compensate for the performance hit + of raytracing in the hash table, a three-level multiple-resolution + approach is used. Raytracing is now usually _much_ faster than in + Stage-1.3. To get an idea how this works, select the + View/Debug/Raytrace menu item while a laser or ranger is producing + data. -4. Most home-rolled data structures have been replaced by glib -versions. +4. Most home-rolled data structures have been replaced by glib versions. This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. ------------------------------------------------------------------------- Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 _______________________________________________ Playerstage-commit mailing list Playerstage-commit@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/playerstage-commit