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From: Greg M  Johnson
Subject: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 11:39:09
Message: <3a8ffaad@news.povray.org>
Please find enclosed a first release of a system for modelling a race
track with 17 cars.
Self-intelligent actors of course favored over photorealism here.

They accelerate or brake in response to what they see in front of them,
and always steer to the clearest path in front of them.  Pretty cool,
although with the parameters set the way they are right now, it seems
that they are a bit too eager to come to a complete stop.  But hey
that's probably how traffic jams happen--some bloke following too close
behind, who then has to slam on his brakes!

I envision getting this to the place where different racers can actually
*compete*, albeit just for now in picking the ideal parameters for how
close one will tolerate getting to one's neigbhor before braking/ how
far away before accelerating....

Code posted to p.b.-s.f..

(Whew! I was afraid Rune was going to beat me to this.  Not that we are
in a race, but sometimes he implements better solutions to my ideas
before i can!)


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Attachments:
Download 'carswrite04ksmall.mpg' (607 KB)

From: Spock
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 11:55:40
Message: <3a8ffe8c$1@news.povray.org>
More interesting stuff to complement your flocking algorithms...

If I were to change anything it would be the camera angle.  After a few
loops I got tired of seeing the one car that never moved (relative to the
camera).  I would suggest something based on the overall pattern of cars.
Perhaps positioned 1/4 of the way from the front to the back of the pack and
looking at the centre of the pack.  Or something like that.

Just an idea to help show off your excellent algorithm.  Keep 'em coming :-)

"Greg M. Johnson" <"gregj;-)56590\""@aol.c;-)om> wrote in message
news:3a8ffaad@news.povray.org...
> Please find enclosed a first release of a system for modelling a race
> track with 17 cars.
> Self-intelligent actors of course favored over photorealism here.
>
> They accelerate or brake in response to what they see in front of them,
> and always steer to the clearest path in front of them.  Pretty cool,
> although with the parameters set the way they are right now, it seems
> that they are a bit too eager to come to a complete stop.  But hey
> that's probably how traffic jams happen--some bloke following too close
> behind, who then has to slam on his brakes!
>
> I envision getting this to the place where different racers can actually
> *compete*, albeit just for now in picking the ideal parameters for how
> close one will tolerate getting to one's neigbhor before braking/ how
> far away before accelerating....
>
> Code posted to p.b.-s.f..
>
> (Whew! I was afraid Rune was going to beat me to this.  Not that we are
> in a race, but sometimes he implements better solutions to my ideas
> before i can!)
>
>


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From: Christoph Hormann
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 12:20:46
Message: <3A90046F.42714A19@gmx.de>
I like it, but where is the sound? :-)

How about a curved track BTW?

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/


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From: Rune
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 12:30:58
Message: <3a9006d2@news.povray.org>
"Greg M. Johnson" wrote:
> They accelerate or brake in response to what they see in
> front of them, and always steer to the clearest path in
> front of them.  Pretty cool

Yes, I agree! Exactly how does a car "see" the other cars? Is it given
information about it's location or what? And how does it decide which cars
to worry about? Does it consider the closest car only, or cars inside a
certain radius from it or...?

Oh wait, you said you posted the code - so I can just look for myself...

> (Whew! I was afraid Rune was going to beat me to this.
> Not that we are in a race, but sometimes he implements
> better solutions to my ideas before i can!)

Hehe, don't worry, I'll concentrate on my particle system for a while! :)

Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 28)
/ Also visit http://www.povrayusers.org


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From: Francois Labreque
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 15:48:15
Message: <3A90345C.9E21E658@videotron.ca>
"Greg M. Johnson" wrote:
> 
> Please find enclosed a first release of a system for modelling a race
> track with 17 cars.
> Self-intelligent actors of course favored over photorealism here.

I wish this could have been said about that Tom Cruise movie!

> 
> They accelerate or brake in response to what they see in front of them,
> and always steer to the clearest path in front of them.  Pretty cool,
> although with the parameters set the way they are right now, it seems
> that they are a bit too eager to come to a complete stop.  But hey
> that's probably how traffic jams happen--some bloke following too close
> behind, who then has to slam on his brakes!

It seems you should program you cars to try to overtake a slower car in
front if possible.  As it stands, the anim looks kinda stupid as 4 cars
come to a complete stop while there's plenty of room besides them.

-- 
Francois Labreque |   //\\    Wear an ASCII ribbon!
    flabreque     |  ||  ||   
        @         |   \\//    Support the campain
   videotron.ca        \\     against HTML e-mail
                      //\\    and news!


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From: Greg M  Johnson
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 16:52:56
Message: <3a904438@news.povray.org>
Spock wrote:

> More interesting stuff to complement your flocking algorithms...
>
> If I were to change anything it would be the camera angle.

Yes, ideally one might start out from the cockpit of one car, switch to
stationary view as cars zoom by, then this blimp's-eye view.


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From: Greg M  Johnson
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 16:54:54
Message: <3a9044ae@news.povray.org>
Rune wrote:

> Yes, I agree! Exactly how does a car "see" the other cars? Is it given
> information about it's location or what? And how does it decide which cars
> to worry about? Does it consider the closest car only, or cars inside a
> certain radius from it or...?

The braking/acceleration decision is based on a calculation of "number of

decision is based on a bunch of complicated goobledeegook with trace calls to
immediate left & right at rear and what's generally ahead.


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From: Greg M  Johnson
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 16:59:44
Message: <3a9045d0@news.povray.org>
Christoph Hormann wrote:

> How about a curved track BTW?

BTW, it's a circle--the union of a small cylinder and a difference of a
medium cylinder from a large one.


life, the cars might be going a lot faster--I'm only getting 1/4 lap in

the brake/accel/steer parameters in order to get the cars around faster.
I think if I just recorded say every 1/4 frames it might look too jumpy.


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From: Greg M  Johnson
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 17:03:59
Message: <3a9046cf@news.povray.org>
Francois Labreque wrote:

> "Greg M. Johnson" wrote:
>
> > They accelerate or brake in response to what they see in front of them,

> > although with the parameters set the way they are right now, it seems

> > that's probably how traffic jams happen--some bloke following too close
> > behind, who then has to slam on his brakes!
>
> It seems you should program you cars to try to overtake a slower car in

> come to a complete stop while there's plenty of room besides them.

Yeah, right now it considers a stopped car accelerating away from it but


way to code your suggestion, but am trying to decide if this kind of
complexity is what I want...

BTW: thanks very much to all for your comments! 4 the same day is a
compliment, no?


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From: Greg M  Johnson
Subject: Re: Greetings Race Fans! (607 kbbu)
Date: 18 Feb 2001 17:06:37
Message: <3a90476d@news.povray.org>
"Greg M. Johnson" should have said:

> Yeah, right now it considers a **MOVING** car accelerating away from it but


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