-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA256 Hi,
for my living I'm developing powertrain modells for hardware in the loop simulators (for a well known OEM...). As my part covers only longitudinal dynamics I'm currently not using any 3D visualisation, but my drivetrain colleagues are using already software like http://www.dspaceinc.com/ww/en/inc/home/products/sw/expsoft/modesk.cfm But I guess that an "AutomotiveGear" would be a great (licence fee free) addition for our test stand :) Apart from that I can imagine great multiplayer sessions :) CU, Christian Curtis Olson wrote: > I'd like to do a quick informal poll here. > > My day job involves maintaining and managing an advanced research > driving simulator: > > http://www.humanfirst.umn.edu/Facilities/index.html > <http://www.humanfirst.umn.edu/Facilities/index.html> > > There has been some vague discussions here in my lab about launching a > project to create some sort of open-source driving simulator software > targetted towards research applications (i.e. open-ended, interfaceable, > highly scriptable, highly adaptable.) FlightGear seems like it could be > a very logical starting point. > > So I am wondering if anyone out there would have any particular interest > in adapting flightgear to accurate simulate surface vehicles and perhaps > develop a better infrastructure for representing roadway environments, > traffic, signs, signal lights, etc. My mind goes to all the animation > and scripting abilities we already have with FlightGear, the ability to > drive multiple displays/monitors, our mutliplayer capability, our > weather and time of day effects, etc. We would need a more accurate > vehicle dynamics model (or extensions to existing models to model car > engines and transmissions.) We may (or may not) need to do some work > generating more rich and detailed roads and road environments. Finally > (and this is probably the hardest task by far as I'm sure Durk could > attest to) we would ultimately want a very realistic "AI" traffic > simulation ... cars that follow the rules of the road, obey signal > lights, avoid accidents, don't have distracting behavior bugs, have > tunable aggressiveness levels, have realistic variations ... i.e. cars > stopped at an intersection don't all have exactly the same lane offset > and gap spacing ... I could go on and on ... merging behavior, round > abouts, properly interacting with pedestrian traffic, bicycles on the > shoulder, trains, etc. This gets really hard, really fast. > > So I would be interested if there is anyone out there that would be > especially interested in adapting FlightGear for car/truck type > simulation, especially if your interest level (and available time) might > push you to the point of being willing to contribute to such an effort. > > Thanks, > > Curt. > -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFGuMQioWM1JLkHou0RCI0tAKCGXNYQ8o5YlYfxQMzO364IpSbjigCcC86e PVgF62m8dpFxdDKhCiK2Mcw= =cgZf -----END PGP SIGNATURE----- ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel