Re: problem in finding the forces applied on the cars

Bernhard Wymann <[email protected]> Wed, 24 Oct 2012 18:57:46 +0200
Newsgroups gmane.games.torcs.devel
Message-ID <[email protected]>
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Hi Alan

TORCS is modular, because it should be possible to switch modules, there =
should no module internals used, this is an architecture decision (loose =
coupling, dependency inversion, client (->TORCS) dictates the =
interface). Another point is that a real driver doesn't now the hidden =
data either, he feels just the final force acting on him.

But the solution for your requirement is trivial, just add to the =
tCarElt struct the fields you need, and fill it in during the update (I =
do not have the code handy to look it up, but at some point some data =
from the simu tCar struct is copied to tCarElt to "publish" it to =
TORCS).

Have a look as well into the TORCS FAQ, chapter 6. Let me know if this =
helped you.

Best regards

Bernhard


On Oct 24, 2012, at 18:25 , Alan Ali wrote:

> Hello,
>=20
> I am new user (i have acceptable progaming experince but not  games =
programing).
>=20
>  i am trying to examine some control laws in PHD using TORCS as =
simulator, so now i am working in the "drive" function in the "bt" =
projects to drive the car but  i have some problem in finding the forces =
applied on the cars, accutally it seems that the froces are computed in =
the "simv2" projects(aero dynamic forces and the rolling forces...) but =
the question is how to access it from "bt" project ?
>=20
> accutaly i don't understand why the simuv2 is not used in any =
projects, i can't see any call to the functions of simuv2 outside simuv2 =
(no project depend on it other than TORCS), if you can give me a link or =
reference that explaine how the game work and when the physique engine =
is envolved and whether we can access it's variables or not.
>=20
> thanks a lot


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<html><head></head><body style=3D"word-wrap: break-word; =
-webkit-nbsp-mode: space; -webkit-line-break: after-white-space; ">Hi =
Alan<div><br></div><div>TORCS is modular, because it should be possible =
to switch modules, there should no module internals used, this is an =
architecture decision (loose coupling, dependency inversion, client =
(-&gt;TORCS) dictates the interface). Another point is that a real =
driver doesn't now the hidden data either, he feels just the final force =
acting on him.</div><div><br></div><div>But the solution for your =
requirement is trivial, just add to the tCarElt struct the fields you =
need, and fill it in during the update (I do not have the code handy to =
look it up, but at some point some data from the simu tCar struct is =
copied to tCarElt to "publish" it to =
TORCS).</div><div><br></div><div>Have a look as well into the TORCS FAQ, =
chapter 6. Let me know if this helped you.</div><div><br></div><div>Best =
regards</div><div><br></div><div>Bernhard</div><div><br></div><div><br><di=
v><div>On Oct 24, 2012, at 18:25 , Alan Ali wrote:</div><br =
class=3D"Apple-interchange-newline"><blockquote =
type=3D"cite">Hello,<br><br>I am new user (i have acceptable progaming =
experince but not&nbsp;=20
games programing).<br><br>&nbsp;i am trying to examine some control laws =
in PHD using TORCS as simulator, so now i am working in the =
"<i>drive</i>" function in the "<i>bt</i>" projects to drive the car =
but&nbsp; i have some problem in finding the forces applied on the=20
cars, accutally it seems that the froces are computed in the "simv2"=20
projects(aero dynamic forces and the rolling forces...) but the question
 is how to access it from "bt" project ?<br>
<br>accutaly i don't understand why the simuv2 is not used in any=20
projects, i can't see any call to the functions of simuv2 outside simuv2
 (no project depend on it other than TORCS), if you can give me a
 link or reference that explaine how the game work and when the physique
 engine is=20
envolved and whether we can access it's variables or not.<br><br>thanks =
a lot
</blockquote></div><br></div></body></html>=

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