Re: [Torcs-ng-devel] Simuv3 update
Annick et Jean-Philippe <[email protected]> Mon, 13 Jul 2009 15:39:09 +0200
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi, Christos, and all. > Simuv3 update, in torcs cvs. > > 1. Discovered that corner velocities are not correctly calculated > 2. Stabilised CollideZ() code - removed corner velocity from calculation > of reaction forces. > > TODO > > 1. Find out the correct corner velocity calculation. This currently > works fine in an octave code which I made a few months ago, which > calculates quaternion derivatives. The torcs code, in > car.cpp::SimCarUpdateCornerPos(), uses a weird implementation. > For reference, I attach the working octave code if somebody wants to try > and implement it for TORCS. > > 2. Unify the car collision code with the border collision. > > 3. Test test test. Thanks for notifying us. We'll integrate these changes as soon as possible in our "sdl-port" branch (apparently no influence on car setups). Cheers, Jean-Philippe. ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge