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motion simulator
12-15-2007, 08:17 PM,
Additional steps to get everything working:
Created a vdrift-runtime folder
copied build/vdrift.exe file to the runtime folder
copied tools/win/dll/*.dll to the runtime folder
checked out the data repository into the runtime folder

12-17-2007, 05:39 AM,
silverhawk_184 your project sounds exciting, I am a big fan of simulators. I'm still working with the driving research group at Clemson, right now we're not really doing any sim-based studies though so I haven't been messing with the sim much. In fact a new sim from Drive Safety was installed in the lab not long ago. Before this one, there was a home-brew simulator made by a professor from a car and some other things he built. It did not move but had all the real equipment from the car (a 1989 Mitsubishi Galant) and most of it worked.

You mentioned removing the menus, if you need to simply change them instead, the documentation on this is here. Read through that and play with the menu files and let us know if there is something else you need to know.

On display distortion I think your projector(s) should be able to compensate for this for you, no need to do it in software.

For multiple camera views & camera positioning, this is one big thing that any simulator will need, the ability to output to multiple screens with cameras at viewpionts that look in different directions to create a bigger scene. So maybe these are two things we should work on adding in the next version to make it possible for people wanting to use VDrift in simulators, or really on any multiple monitor setup.

For getting data from the teacher's server, I'm afraid you'll have to do some sort of filesystem hacks with mounted network shares or something else like that to get shared data to multiple machines running VDrift. Right now, VDrift's networked game function is not working very well, so this may present a drawback. Another one of the things that needs to be done is set up a way for VDrift users to get game data remotely, from the web or some other source, through a data management application. This could possibly also facilitate what you're trying to do. Unfortunately this one was sort of my idea and I'm supposed to be the one working on it...and I have very little free time now.

On force feedback, there is a thread in the Development forum about this, explaining how to get it working under Linux (it is NOT working on Win/Mac yet - Win is just not done and Mac lacks a FF API afaik). Under Linux, I tested it with my Logitech Momo Force wheel, and have a Logitech Driving Force Pro wheel that I haven't had a chance to test yet. It worked but stopped working after a minute of use; however this could have been due to drivers.

My suggestion for a lab full of Linux simulator boxes is Ubuntu. It is thoroughly tested, totally free, easy to set up, has a huge community, easy updates, provides stripped down versions, and the ability to make your own install media too. I use it for my gaming, development, server and general desktop.

By the way, I get behind on the forums these days, but I'm always on IRC. Ping me anytime and I'll get back to you as soon as I see your message.
12-17-2007, 05:45 AM,
Oh yeah, Joe and/or bugsyv, would either of you like to update the Windows compile directions here along with details on Bullet?

I need to take a look over the build setup where Bullet is involved and make sure it's done the best way before a release goes out. I'll be on Xmas break soon from work and I'll try to look over it then...
12-17-2007, 02:43 PM,
thanks for the enthusiasm Big Grin, i am looking forward to building these. as u stated about the other homemade sim, mine will be fully operable (air, radio, windshield wipers ( Idea another thing that could be implemented (rain)), lights, radio, etc)
:!: the only reason i am not compiling this on linux right now, is that my ati radeon card's drivers are lacking and dont support opengl.
with mingw32-make i get several warnings+errors:

F:\vdrift\bullet-2.64\Demos\CcdPhysicsDemo\CcdPhysicsDemo.cpp: In member function `void CcdPhysicsDemo::initPhysics()':
F:\vdrift\bullet-2.64\Demos\CcdPhysicsDemo\CcdPhysicsDemo.cpp:522: warning: converting to `int' from `double'
F:\vdrift\bullet-2.64\Demos\BasicDemo\main.cpp:36:2: warning: no newline at end of file
F:\vdrift\bullet-2.64\Extras\COLLADA_DOM\src\dae\daeAtomicType.cpp:652:1: warning: "MAX_PATH" redefined
In file included from F:/vdrift/bullet-2.64/Extras/COLLADA_DOM/include/dae/daeTypes.h:26,
                 from F:/vdrift/bullet-2.64/Extras/COLLADA_DOM/include/dae/daeAtomicType.h:17,
                 from F:\vdrift\bullet-2.64\Extras\COLLADA_DOM\src\dae\daeAtomic
: warning: this is the location of the previous definition
F:\vdrift\bullet-2.64\Extras\COLLADA_DOM\src\dae\daeMetaElement.cpp: In member function `void daeMetaElement::validate()':
F:\vdrift\bullet-2.64\Extras\COLLADA_DOM\src\dae\daeMetaElement.cpp:228: error: invalid conversion from `daeElementRef (*)(int)' to `daeElementRef (*)(daeInt)'
mingw32-make[2]: *** [Extras/COLLADA_DOM/CMakeFiles/LibColladaDom.dir/src/dae/daeMetaElement.obj] Error 1
mingw32-make[1]: *** [Extras/COLLADA_DOM/CMakeFiles/LibColladaDom.dir/all] Error
mingw32-make: *** [all] Error 2
and it halts at the fourth 83%
12-17-2007, 03:29 PM,
silverhawk: I've noticed on my windows install sometimes even though the bullet compile errors out, it does create the libraries needed for vdrift first. Can you check to see if VDrift will compile and link OK? If not, try all of the steps I mentioned in my post a couple of threads back (using the jam.exe executable, etc).
12-17-2007, 03:35 PM,
I made a quick update to the page
that has basically what I posted above. Others are welcome to tweak.
12-17-2007, 06:17 PM,
joevenzon Wrote:I've managed to compile bullet on windows using a random jam binary I found online.
Could you figure out where you got this binary?
12-17-2007, 08:05 PM,
joevenzon Wrote:Note: I added the jam binary I used to tools/win/bin in R1889.
04-01-2008, 01:31 AM,
btw, im not gone, this project has just gone into hibernation until more functionality comes. 8)
04-01-2008, 02:47 PM,
That's good to hear. By the way, it's worth mentioning that since this thread went quiet the Windows build instructions have been vastly expanded and building on Windows should be much easier. Also, we now have a newer Windows binary up on SourceForge.

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