I'm going to give it 24 hours, then T3, if you'd like can you please setup for a PRISM 0.4.5 release. There are a number of enhancements that should be released to everyone.
Is the AI driver driving or is it just predicting where the car should go. As far as path's go, would it not make sense to include a cone of uncertainty. The cone of uncertainty being the same visual representation that is used for hurricane paths.
Ya know, I don't think anyone else does that ... and come to think of it, it's not really needed because in theory we are all the same height in game because we all use the same model. Might become an issue when the occulus starts to know where you are in the Z axis in a 3D space, as the next version supports that, so it might be cool to add that now.
From my understanding, the idea of this project is to make a Driving AI that is agnostic to a single game. That's why there is a visual sensor, so he could then take the project and load up iRacing and it should just work because it can "See" the track the same way we do.
Fair point, about just using the auto gearbox mode. But it would depend also on the gear ratios ... I guess you could fuzz this information. Set 20 different values evenly spaced apart in 20 different setups then have the AI do a hot lap and find out where it shifts up and down. From there you'd only have to read the setup file and tween between the numbers if they are not on a value already set. That should get you 90% of the way there. When it comes to engine breaking and everything else, you'd also have to take in weight of the car, if it's on an incline or decline while breaking when you should be shifting ect.
You should be able to get the optimum shift time by RPM by looking at the RPM when the AI shifts into the next gear. I don't know for sure, but I think the AI (written by Scawen) knows the best time to shift.
If I remember correctly, that's because once you no longer are running the application in full screen mode, the driver will force V-Sync to save power. So when your just sitting at desktop, not doing anything, it's not rendering at 10,000 FPS, using needless power. I asked John Carmack on twitter, because I don't know the twitter handles of nVidia or AMD GPU reps, so I'm hoping for a reply to confirm.
[EDIT] Wow, Carmack is quick this was his reply:
So the answer is, it depends.
That would be pretty awesome. Having the setting "Tire Smoke Behind Fence (Costly)" [Yes / No] Would be a nice touch, let us decide if we want it, or you can just force it as everyone is getting free FPS from the DX9 patch anyway, so we might as well get some visual fixes to offset it anyway. I think we can burn a 15.98% FPS improvement to fix a visual bug.
I don't really care about the tire psychics update, progress in any form is good. If we can move forward in any way, that's a good thing. If nothing else, I'm quite happy with Scawen working on other things while we all wait for the new tire model.
I was thinking about Endianness using + and - before the datatype. If you had no symbol it would use the native system endianness. I've also slightly expanded it scope.
Null Byte x X Back Up
String NUL Pad a A NUL Pad Trim String Space Pad z Z Space Pad Trim String UTF-8 Char v V UTF-8 Char Trim String UTF-16 Char w W UTF-16 Char Trim
Hex Str Low Nyble y Y High Nyble
bit 1bit i nibble 4bit n N u4bit byte 8bit b B u8bit short 16bit s S u16bit long 32bit l L u32bit double 64bit d D u64bit quad 128bit q Q u128bit
float 32float f F 32decimal float 64float o O 64decimal float 128float t T 128decimal
Endianness
(No Symbol) - System Native
+ - Big Endianness
- - Little Endianness
Make one or more well commented and clean commits to the repository. You can make a new branch here if you are modifying more than one part or feature.
If you want to submit the patch to github, I'll galdy merge it so you get credit in the history. Looks like we are squashing quite a few bugs, so I think a 0.4.5 would be a good idea to release soon.