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 : | * 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, ...) | ||
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, ...)