TorcsDotNet WIP: Difference between revisions

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== Plans ==
== Plans ==


Load a complete track using C++ plugin : DONE.
* <strike>Load a complete track using C++ plugin</strike> : DONE.
 
* <strike>Initialize OgreDotNet graphic plugins to display the track</strike> : DONE.
Initialize OgreDotNet graphic plugins to display the track : WIP.
* Load cars / physics engine : WIP.
 
* Load sharpy's driver, make it run a car.
Load cars / physics engine.
* Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...)
 
Decide whether we'd like to load C++ drivers or if we're happy with just sharpy's one.
 
Load a driver, make it run a car.
 
Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...)

Revision as of 16:15, 4 December 2008

Aim

The aim of the task is to build a C# core for Torcs.

We were creating new C# plugins for a C++ engine, which had to communicate through layers of C# <-> C++ conversions.

I'd like to build a next generation core in C#. For fast development purpose, it first will be able to use current C++ plugins.

C# plugins will be used without the C++ interface, thus allowing to take full advantage of C# design.

Current core relies on plib and other oldness, let's remove all of this!

Plans

  • Load a complete track using C++ plugin : DONE.
  • Initialize OgreDotNet graphic plugins to display the track : DONE.
  • Load cars / physics engine : WIP.
  • Load sharpy's driver, make it run a car.
  • Make a GUI designed for our needs (load a track, evaluate drivers, run simulation in background, ...)