Urban driving simulator

Miguel Angel Exposito <[email protected]>
Newsgroups gmane.games.torcs.devel
Message-ID <1208500287.7526.18.camel@radex-desktop>
Hi,

	I'm involved in a research project for an urban driving simulator,
which will be based on torcs. The first challenge I must face is the
crossing roads, as far as I know, tracks on torcs are represented as a
linked list of segments (straight or left/right turns), the track must
be closed and each segment must be linked to its previous and next.

	Well, my idea is to create a special segment for crossing (only 2-road
perpendicular crossing for now), I'll have to modify the XML definition,
telling what segments come out from each of the 4 sides of the crossing,
then change the track segment class by adding the extra information on
the crossings, the XML track loader in order to link the list properly,
the race engine, so when you are leaving a crossing you'll jump to the
segment pointed to by the XML, not to the trk->seg->next segment, and
eventually the collide() function of the uvsim. Am I right?

	I'll have also to modify the trackeditor to get a visual representation
of crossing and avoid the madness of editing manually the XML.
	I must dig a little more in the code, but any help would be greatly
appreciated.

	Has anyone done anything like that?

	Thanks in advance!

	Mike


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