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Forums
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)

Pages: 1 2 3 4 5


- 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 so
[ tire-rear ]
tread = 0.0
There 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 ?
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) ?
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);
in the collision_world constructor to reduce
Code:
updateAabbs (80.23 %) :: 2.463 ms
I thought it was already disabled in the old implementation.


- 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 svn
You don't have to. There will be a 2.78 release soon I think.

Quote:dynamic bvt
You 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:
***************************
*** GL Renderer Started ***
***************************
Registering ResourceManager for type GpuProgram
GLSL support detected
GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A8R8G8B8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_B8G8R8A8 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2R10G10B10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_A2B10G10R10 depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D16S0
Segmentation fault

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!