Autonomous driving

auric
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Joined: Thu Oct 28, 2010 1:26 am

Autonomous driving

Post by auric »

How can I make to move my btVehicleRaycaster to some previously selected point autonomous?
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gennoevus
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Joined: Sun Oct 10, 2010 4:39 am

Re: Autonomous driving

Post by gennoevus »

Sorry, just to clarify:
Do you mean you want to set up way-points and have the vehicle automatically drive to them?
Flix
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Joined: Tue Dec 25, 2007 1:06 pm

Re: Autonomous driving

Post by Flix »

auric wrote:How can I make to move my btVehicleRaycaster to some previously selected point autonomous
Well, I don't think that this question is related to Bullet itself...

Anyway it might be interesting to know how people that have made some kind of racing games in general have implementing the driving AI (I'm sure many other people would be interested in this topic, since "arcade" driving games are easy to program with Bullet (in relations with other game types..)).

I have no experience in this field. I just wanted to say that in the BulletGameKit project, OpenSteer is included in the Dependency section.
OpenSteer can be used to develop automatic algorithms to avoid obstacles and reach a specified point (please google for it if you find it interesting).

Another thing that can be said is that in case of multiple available paths, a very useful algorithm is the (famous) A-star, that is widely used in games (there are plenty of implementations of it on the web).

But I don't think that both of these resources can solve the very simple problem: I have a known circuit and I simply want a car to be able to run on it.

Not very useful hints I guess... :oops:
auric
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Joined: Thu Oct 28, 2010 1:26 am

Re: Autonomous driving

Post by auric »

gennoevus wrote:Sorry, just to clarify:
Do you mean you want to set up way-points and have the vehicle automatically drive to them?
Yes, something like that :)
Flix wrote: I just wanted to say that in the BulletGameKit project
Did you mean OgreKit?
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gennoevus
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Re: Autonomous driving

Post by gennoevus »

auric wrote:
gennoevus wrote:Sorry, just to clarify:
Do you mean you want to set up way-points and have the vehicle automatically drive to them?
Yes, something like that :)
Oh, in that case, as Flix said, your question doesn't really have anything to do with bullet, so in terms of detailed explanations of algorithms, etc. you might get more luck on a general game programming forum. :D
Flix
Posts: 456
Joined: Tue Dec 25, 2007 1:06 pm

Re: Autonomous driving

Post by Flix »

auric wrote:Did you mean OgreKit?
Yes, http://code.google.com/p/gamekit/
(well, as far as I remember that project started as an "Irrlicht" Kit (probably because Ogre had a more restrictive license at that time); that's why I used the more general name...)

Anyway, I just saw OpenSteer in the SVN version, but I don't know if it's really used in the library so far.

OpenSteer is a separate free library you can download here: http://opensteer.sourceforge.net/
auric
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Joined: Thu Oct 28, 2010 1:26 am

Re: Autonomous driving

Post by auric »

Thank you all!
kester
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Joined: Mon Dec 01, 2008 5:08 am

Re: Autonomous driving

Post by kester »

We use Detour (http://code.google.com/p/recastnavigation/) for navmesh generation and path finding.

To make a vehicle drive, you need to:

1. Work out what direction to go (eg path find)
2. Set your steering so that the wheels point in the direction you want to go.
3. Tune the engine force/steering so that you don't spin out.

That's at the high level, anyway.
auric
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Joined: Thu Oct 28, 2010 1:26 am

Re: Autonomous driving

Post by auric »

kester wrote:We use Detour (http://code.google.com/p/recastnavigation/) for navmesh generation and path finding.
Thanks, that's what I need, I guess :)