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rendering by Ogre - Printable Version +- Forums (https://www.vdrift.net/Forum) +-- Forum: Project (https://www.vdrift.net/Forum/forumdisplay.php?fid=4) +--- Forum: Development (https://www.vdrift.net/Forum/forumdisplay.php?fid=9) +--- Thread: rendering by Ogre (/showthread.php?tid=1268) |
- CrystalH - 01-02-2011 I forgot to add that I'm using a revision from few months back. Surface rollingDrag is ok, I set it at 80 or more on terrain outside road. So Tread is a property of tire, and those 2 friction values come from surface. Most cars have it like so [ tire-rear ] tread = 0.0 this would mean that only one friction value is used. Should this tread value be different for gravel tires ? Or is it the same, just to use it with tread = 0 and changing only FrictionNonTread for surfaces (that is how I've set it for now) ? - NaN - 01-03-2011 Quote:So Tread is a property of tire, and those 2 friction values come from surface.Yes. Quote:Most cars have it like soThere are tires with tread = 0.25 (touring tires). Quote:this would mean that only one friction value is used.The friction factor(coefficient) is interpolated linearly between frictionTread and frictionNonTread according to the tire tread value(0.0 - 1.0). Quote:Should this tread value be different for gravel tires ?tread = 0 means surface.frictionTread is ignored. - joevenzon - 01-04-2011 Looks like good progress! You should show some of the track editor in a video. I do think that some method of altering the pacejka coefficients for different surfaces is probably needed for realistic rally-style tracks. rendering by Ogre, Stunt Rally - CrystalH - 01-08-2011 I've made a video tutorial for Track Editor. It's in 2 parts, 18 minutes total. Hope that editing will be clear now. All constructive comments or ideas are welcomed. - charlieg - 01-10-2011 Featured on Free Gamer! http://freegamer.blogspot.com/2011/01/stunt-rally-10-plus-pioneer-and.html - CrystalH - 04-03-2011 Hi again. We are now 3 developers. Game and Editor now run on Linux too (and compile using CMake), there is also a package for Ubuntu for quick install. We have repositories for code, data and tracks on Mercurial hg (they work fine), at our project's Home page: http://code.google.com/p/vdrift-ogre/ Finally trees have collision, but this lowers fps somewhat from 83 to 72 in jungle, (12ms instead of 4ms for physics simulate). I can't imagine this is normal so, I think there souldn't be such a penalty. Total now 49 tracks, you can check screens from newest ones on gallery: https://picasaweb.google.com/CryHam/StuntRallyVer10# - NaN - 04-03-2011 Looks great! Have tried to compile it under windows but gave up on trying to build mygui. Anyways, in SceneTrees.cpp line 238 add col->setActivationState(DISABLE_SIMULATION); To get an idea where you are spending your time, in collision_world.cpp after world.stepSimulation(dt, maxSubsteps, fixedTimestep); add CProfileManager::dumpAll(); Post the output here, I'll be glad to help. - CrystalH - 04-03-2011 Thank for help NaN. I've added this in code, didn't change much. I had 12ms with very many trees. On my test track in jungle I have 3696 collision shapes added for vegetation. It shows around 6 ms. Should there be one btCollisionObject for each tree (like it is now) or should they be somehow grouped ? And the profiled log outputs this: ---------------------------------- Profiling: Root (total running time: 4.650 ms) --- 0 -- stepSimulation (99.96 %) :: 4.648 ms / frame (1 calls) Unaccounted: (0.043 %) :: 0.002 ms ... ---------------------------------- ... Profiling: stepSimulation (total running time: 4.648 ms) --- ... 0 -- synchronizeMotionStates (0.04 %) :: 0.002 ms / frame (2 calls) ... 1 -- internalSingleStepSimulation (98.49 %) :: 4.578 ms / frame (2 calls) ... Unaccounted: (1.463 %) :: 0.068 ms ...... ---------------------------------- ...... Profiling: internalSingleStepSimulation (total running time: 4.578 ms) --- ...... 0 -- updateActivationState (0.00 %) :: 0.000 ms / frame (2 calls) ...... 1 -- updateActions (22.80 %) :: 1.044 ms / frame (2 calls) ...... 2 -- integrateTransforms (0.09 %) :: 0.004 ms / frame (2 calls) ...... 3 -- solveConstraints (6.49 %) :: 0.297 ms / frame (2 calls) ...... 4 -- calculateSimulationIslands (3.25 %) :: 0.149 ms / frame (2 calls) ...... 5 -- performDiscreteCollisionDetection (67.06 %) :: 3.070 ms / frame (2 calls) ...... 6 -- predictUnconstraintMotion (0.13 %) :: 0.006 ms / frame (2 calls) ...... Unaccounted: (0.175 %) :: 0.008 ms ......... ---------------------------------- ......... Profiling: solveConstraints (total running time: 0.297 ms) --- ......... 0 -- solveGroup (1.68 %) :: 0.005 ms / frame (2 calls) ......... 1 -- processIslands (35.69 %) :: 0.106 ms / frame (2 calls) ......... 2 -- islandUnionFindAndQuickSort (59.26 %) :: 0.176 ms / frame (2 calls) ......... Unaccounted: (3.367 %) :: 0.010 ms ............ ---------------------------------- ............ Profiling: solveGroup (total running time: 0.005 ms) --- ............ 0 -- solveGroupCacheFriendlyIterations (40.00 %) :: 0.002 ms / frame (2 calls) ............ 1 -- solveGroupCacheFriendlySetup (40.00 %) :: 0.002 ms / frame (2 calls) ............ Unaccounted: (20.000 %) :: 0.001 ms ......... ---------------------------------- ......... Profiling: performDiscreteCollisionDetection (total running time: 3.070 ms) --- ......... 0 -- dispatchAllCollisionPairs (19.64 %) :: 0.603 ms / frame (2 calls) ......... 1 -- calculateOverlappingPairs (0.07 %) :: 0.002 ms / frame (2 calls) ......... 2 -- updateAabbs (80.23 %) :: 2.463 ms / frame (2 calls) ......... Unaccounted: (0.065 %) :: 0.002 ms ---------------------------------- - NaN - 04-03-2011 You also have to: Code: world.setForceUpdateAllAabbs(false); Code: updateAabbs (80.23 %) :: 2.463 ms - CrystalH - 04-03-2011 Great this was it. I get around 3 ms now, so half of that before. Thanks. Should I also update to latest bullet from svn ? (this here is 2.76) and switch to dynamic bvt broadphase like in here: http://vdrift.net/Forum/viewtopic.php?t=1517&postdays=0&postorder=asc&start=15 Current profiling: ---------------------------------- Profiling: Root (total running time: 1.874 ms) --- 0 -- stepSimulation (99.95 %) :: 1.873 ms / frame (1 calls) Unaccounted: (0.053 %) :: 0.001 ms ... ---------------------------------- ... Profiling: stepSimulation (total running time: 1.873 ms) --- ... 0 -- synchronizeMotionStates (0.11 %) :: 0.002 ms / frame (2 calls) ... 1 -- internalSingleStepSimulation (96.64 %) :: 1.810 ms / frame (2 calls) ... Unaccounted: (3.257 %) :: 0.061 ms ...... ---------------------------------- ...... Profiling: internalSingleStepSimulation (total running time: 1.810 ms) --- ...... 0 -- updateActivationState (0.00 %) :: 0.000 ms / frame (2 calls) ...... 1 -- updateActions (50.99 %) :: 0.923 ms / frame (2 calls) ...... 2 -- integrateTransforms (0.17 %) :: 0.003 ms / frame (2 calls) ...... 3 -- solveConstraints (15.52 %) :: 0.281 ms / frame (2 calls) ...... 4 -- calculateSimulationIslands (6.85 %) :: 0.124 ms / frame (2 calls) ...... 5 -- performDiscreteCollisionDetection (25.75 %) :: 0.466 ms / frame (2 calls) ...... 6 -- predictUnconstraintMotion (0.39 %) :: 0.007 ms / frame (2 calls) ...... Unaccounted: (0.331 %) :: 0.006 ms ......... ---------------------------------- ......... Profiling: solveConstraints (total running time: 0.281 ms) --- ......... 0 -- solveGroup (1.78 %) :: 0.005 ms / frame (2 calls) ......... 1 -- processIslands (33.45 %) :: 0.094 ms / frame (2 calls) ......... 2 -- islandUnionFindAndQuickSort (62.99 %) :: 0.177 ms / frame (2 calls) ......... Unaccounted: (1.779 %) :: 0.005 ms ............ ---------------------------------- ............ Profiling: solveGroup (total running time: 0.005 ms) --- ............ 0 -- solveGroupCacheFriendlyIterations (0.00 %) :: 0.000 ms / frame (2 calls) ............ 1 -- solveGroupCacheFriendlySetup (40.00 %) :: 0.002 ms / frame (2 calls) ............ Unaccounted: (60.000 %) :: 0.003 ms ......... ---------------------------------- ......... Profiling: performDiscreteCollisionDetection (total running time: 0.466 ms) --- ......... 0 -- dispatchAllCollisionPairs (87.12 %) :: 0.406 ms / frame (2 calls) ......... 1 -- calculateOverlappingPairs (0.43 %) :: 0.002 ms / frame (2 calls) ......... 2 -- updateAabbs (12.45 %) :: 0.058 ms / frame (2 calls) ......... Unaccounted: (0.000 %) :: 0.000 ms ---------------------------------- - NaN - 04-03-2011 Quote:Should I also update to latest bullet from svnYou don't have to. There will be a 2.78 release soon I think. Quote:dynamic bvtYou won't notice much difference performance wise. The good thing about dbvt is that it doesn't require explicit world bounds. - CrystalH - 04-03-2011 Okay, thanks for advice. It's now 65 fps without vegetation collision and 60 fps with it. And there were already 5668 vegetation shapes (1.5x the default value). - skankerror - 04-04-2011 I installed ubuntu package via ppa repository and when I launch I get : Code: *************************** I don't know if this is the right forum to post it but I did not find a better one. - CrystalH - 04-04-2011 We had some issues with seg faults today. This is probably the best place to report any problems: http://code.google.com/p/vdrift-ogre/issues/list But it needs a gmail account and google code user to post there. I don't know much from your log. It seem that I may be connected to either GPU driver or Ogre is installed twice and plugin entries are wrong then. What GPU do you have ? Don't know if it's the same problem: http://code.google.com/p/vdrift-ogre/issues/detail?id=33 - nomoo - 04-04-2011 Tried under windows, yeah, thats cool, drift on zandvoort was awesome! |