[Flightgear-devel] Informal poll: driving simulation

2007-08-08 Thread Juergen Tretthahn
On Mon, Aug 06, 2007 at 09:46:27PM -0500, Curtis Olson wrote:
> I'd like to do a quick informal poll here.
> 
> My day job involves maintaining and managing an advanced research driving
> simulator:
> 
...
> 
> So I would be interested if there is anyone out there that would be
> especially interested in adapting FlightGear for car/truck type simulation,
> especially if your interest level (and available time) might push you to the
> point of being willing to contribute to such an effort.
> 
> Thanks,
> 
> Curt.

I just want to mention TORCS

http://www.torcs.org
or
http://torcs.sourceforge.net

>From their website (ABOUT):

TORCS is a highly portable multi platform car racing simulation. 
It is used as ordinary car racing game, as AI racing game and as research 
platform. 
It runs on Linux (x86, AMD64 and PPC), FreeBSD, MacOSX and Windows. 
The source code of TORCS is licensed under the GPL ("Open Source"). 


But beware... in CVS (data files) some of the cars/tracks are not GPL (as far 
as i
could read in different READMEs... at lease 6 month ago while packaging it for 
my
debian box)

Greetings to all of you!

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Re: [Flightgear-devel] Informal poll: driving simulation

2007-08-07 Thread Detlef Faber
Am Dienstag, den 07.08.2007, 23:40 +0200 schrieb Mirko Stanisak:
> > I have just played a bit with Racer  (http://www.racer.nl/) but it
> > seems pretty nice.  It is an open source, cross platform driving sim,
> > much like FG.  It seems to use some pretty reasonable physics and
> > have the ability to use different cars, again, much like FG.  So it
> > is something else that you might consider.
> 
> Hi,
> 
> unfortionatly, racer is not OSS. It's just free (like free beer ;-) ), but 
> not 
> under an open source license (http://www.racer.nl/legal.htm). Aside from 
> that, I do like it very much, too. 
> 
> But on the other hand I remember VDrift (http://vdrift.net/), which is open 
> source software. I didn't play it for a while, but it seems to have done an 
> amazing progress in the past. It is based on vamos 
> (http://vamos.sourceforge.net/). Maybe this could be used as a "pseudo-fdm" 
> for vehicles in flightgear?
> 
I believe there is a point in adding driving related improvements to
existing FDM, rather than adding a completly new one.

Although wheels are not extensively used on Aircraft, they use the same
physics than cars. There has been a lot of requests for water or snow on
runways on this list, things that would be in a driving simulation too.

Even the addition of more detail of roads is desirable for the VFR
flying people.

Greetings

Detlef
> 
> Mirko
> 
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Re: [Flightgear-devel] Informal poll: driving simulation

2007-08-07 Thread Mirko Stanisak
> I have just played a bit with Racer  (http://www.racer.nl/) but it
> seems pretty nice.  It is an open source, cross platform driving sim,
> much like FG.  It seems to use some pretty reasonable physics and
> have the ability to use different cars, again, much like FG.  So it
> is something else that you might consider.

Hi,

unfortionatly, racer is not OSS. It's just free (like free beer ;-) ), but not 
under an open source license (http://www.racer.nl/legal.htm). Aside from 
that, I do like it very much, too. 

But on the other hand I remember VDrift (http://vdrift.net/), which is open 
source software. I didn't play it for a while, but it seems to have done an 
amazing progress in the past. It is based on vamos 
(http://vamos.sourceforge.net/). Maybe this could be used as a "pseudo-fdm" 
for vehicles in flightgear?


Mirko

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Re: [Flightgear-devel] Informal poll: driving simulation

2007-08-07 Thread Adam Dershowitz


On Aug 6, 2007, at 7:46 PM, Curtis Olson wrote:


I'd like to do a quick informal poll here.

My day job involves maintaining and managing an advanced research  
driving simulator:


http://www.humanfirst.umn.edu/Facilities/index.html

There has been some vague discussions here in my lab about  
launching a project to create some sort of open-source driving  
simulator software targetted towards research applications (i.e.  
open-ended, interfaceable, highly scriptable, highly adaptable.)   
FlightGear seems like it could be a very logical starting point.


So I am wondering if anyone out there would have any particular  
interest in adapting flightgear to accurate simulate surface  
vehicles and perhaps develop a better infrastructure for  
representing roadway environments, traffic, signs, signal lights,  
etc.  My mind goes to all the animation and scripting abilities we  
already have with FlightGear, the ability to drive multiple  
displays/monitors, our mutliplayer capability, our weather and time  
of day effects, etc.  We would need a more accurate vehicle  
dynamics model (or extensions to existing models to model car  
engines and transmissions.)  We may (or may not) need to do some  
work generating more rich and detailed roads and road  
environments.  Finally (and this is probably the hardest task by  
far as I'm sure Durk could attest to) we would ultimately want a  
very realistic "AI" traffic simulation ... cars that follow the  
rules of the road, obey signal lights, avoid accidents, don't have  
distracting behavior bugs, have tunable aggressiveness levels, have  
realistic variations ... i.e. cars stopped at an intersection don't  
all have exactly the same lane offset and gap spacing ... I could  
go on and on ... merging behavior, round abouts, properly  
interacting with pedestrian traffic, bicycles on the shoulder,  
trains, etc.  This gets really hard, really fast.


So I would be interested if there is anyone out there that would be  
especially interested in adapting FlightGear for car/truck type  
simulation, especially if your interest level (and available time)  
might push you to the point of being willing to contribute to such  
an effort.


Thanks,

Curt.
--




I have just played a bit with Racer  (http://www.racer.nl/) but it  
seems pretty nice.  It is an open source, cross platform driving sim,  
much like FG.  It seems to use some pretty reasonable physics and  
have the ability to use different cars, again, much like FG.  So it  
is something else that you might consider.


--Adam


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Re: [Flightgear-devel] Informal poll: driving simulation

2007-08-07 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

Hi,

for my living I'm developing powertrain modells for hardware in the loop
simulators (for a well known OEM...). As my part covers only
longitudinal dynamics I'm currently not using any 3D visualisation, but
my drivetrain colleagues are using already software like
http://www.dspaceinc.com/ww/en/inc/home/products/sw/expsoft/modesk.cfm

But I guess that an "AutomotiveGear" would be a great (licence fee free)
addition for our test stand :)

Apart from that I can imagine great multiplayer sessions :)

CU,
Christian

Curtis Olson wrote:
> I'd like to do a quick informal poll here.
> 
> My day job involves maintaining and managing an advanced research
> driving simulator:
> 
> http://www.humanfirst.umn.edu/Facilities/index.html
> 
> 
> There has been some vague discussions here in my lab about launching a
> project to create some sort of open-source driving simulator software
> targetted towards research applications (i.e. open-ended, interfaceable,
> highly scriptable, highly adaptable.)  FlightGear seems like it could be
> a very logical starting point.
> 
> So I am wondering if anyone out there would have any particular interest
> in adapting flightgear to accurate simulate surface vehicles and perhaps
> develop a better infrastructure for representing roadway environments,
> traffic, signs, signal lights, etc.  My mind goes to all the animation
> and scripting abilities we already have with FlightGear, the ability to
> drive multiple displays/monitors, our mutliplayer capability, our
> weather and time of day effects, etc.  We would need a more accurate
> vehicle dynamics model (or extensions to existing models to model car
> engines and transmissions.)  We may (or may not) need to do some work
> generating more rich and detailed roads and road environments.  Finally
> (and this is probably the hardest task by far as I'm sure Durk could
> attest to) we would ultimately want a very realistic "AI" traffic
> simulation ... cars that follow the rules of the road, obey signal
> lights, avoid accidents, don't have distracting behavior bugs, have
> tunable aggressiveness levels, have realistic variations ... i.e. cars
> stopped at an intersection don't all have exactly the same lane offset
> and gap spacing ... I could go on and on ... merging behavior, round
> abouts, properly interacting with pedestrian traffic, bicycles on the
> shoulder, trains, etc.  This gets really hard, really fast.
> 
> So I would be interested if there is anyone out there that would be
> especially interested in adapting FlightGear for car/truck type
> simulation, especially if your interest level (and available time) might
> push you to the point of being willing to contribute to such an effort.
> 
> Thanks,
> 
> Curt.
>
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[Flightgear-devel] Informal poll: driving simulation

2007-08-06 Thread Curtis Olson
I'd like to do a quick informal poll here.

My day job involves maintaining and managing an advanced research driving
simulator:

http://www.humanfirst.umn.edu/Facilities/index.html

There has been some vague discussions here in my lab about launching a
project to create some sort of open-source driving simulator software
targetted towards research applications (i.e. open-ended, interfaceable,
highly scriptable, highly adaptable.)  FlightGear seems like it could be a
very logical starting point.

So I am wondering if anyone out there would have any particular interest in
adapting flightgear to accurate simulate surface vehicles and perhaps
develop a better infrastructure for representing roadway environments,
traffic, signs, signal lights, etc.  My mind goes to all the animation and
scripting abilities we already have with FlightGear, the ability to drive
multiple displays/monitors, our mutliplayer capability, our weather and time
of day effects, etc.  We would need a more accurate vehicle dynamics model
(or extensions to existing models to model car engines and transmissions.)
We may (or may not) need to do some work generating more rich and detailed
roads and road environments.  Finally (and this is probably the hardest task
by far as I'm sure Durk could attest to) we would ultimately want a very
realistic "AI" traffic simulation ... cars that follow the rules of the
road, obey signal lights, avoid accidents, don't have distracting behavior
bugs, have tunable aggressiveness levels, have realistic variations ... i.e.
cars stopped at an intersection don't all have exactly the same lane offset
and gap spacing ... I could go on and on ... merging behavior, round abouts,
properly interacting with pedestrian traffic, bicycles on the shoulder,
trains, etc.  This gets really hard, really fast.

So I would be interested if there is anyone out there that would be
especially interested in adapting FlightGear for car/truck type simulation,
especially if your interest level (and available time) might push you to the
point of being willing to contribute to such an effort.

Thanks,

Curt.
-- 
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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