Wednesday, March 14, 2012

Fun, fun, fun!

Some thoughts about the Bamboo table I've mentioned in the previous post.


The exact name is Bamboo CTH-470 Pen & table. It comes with Windows/OS X software on a CD and the manual resides there, too. But you know, I'm on the Linux side...

I've connected it via the USB port - and nothing happened. The table's LED lit up but no sign in Xubuntu that it had discovered any new hardware. But I was well-educated by that time, I knew I may be facing a 6-hour hard battle: http://ubuntuforums.org/showthread.php?t=1515562
However, the topic starts with a brilliant summary of what one should do, courtesy of user Favux, even though the summary alone may be a huge printing task, too. It also includes a link to download the table's driver for Ubuntu before trying to compile drivers, etc etc. So it boiled down to a simple install from a PPA. Thanks, Lekensteyn! Then I've also found another link about the tables and that description uses Lekensteyn's, too.

After installing from the PPA, and after a reboot, the table simply - worked. I've installed MyPaint and gave the table to my daughter - she could use it in one minute and now produces beautiful drawings each and every day. I did not have to explain the pen's rubber function at all, she just naturally used it once needed. She draws real abstract pictures, quite different from her real pencil drawings that always tell a story. You may think "oh sure the dad brags about her daughter painting" but it is in fact different. I brag about her drawing because that is one thing in life I've never been able to - best so far were stick figures :D

Tuesday, February 28, 2012

Borders, sides, barriers

Well, after 'some' silence - and renaming the blog - let me share what I'm fiddling with these days.

I'd like to build a track that models a temporary endurance track, using a standard, 2 * (2+1) lane motorway somewhere in Europe. That is, 2 lanes for normal traffic and one emergency lane, in both directions. There are some chicanes put up using huge plastic piles, a U-turn to turn onto the same motorway but the other side (other direction), a bridge, etc...
Problem comes when you want to build it in Speed Dreams so that it looks great and works correct, too. Why? Here's a brief introduction.


Tracks in Speed Dreams

In Speed Dreams' track format, you are given arbitrary length track segments, that have:
  • width
  • 2 borders (left and right)
  • 2 sides (left and right) and
  • 2 barriers (left and right).
The width is static, so you define the 'track width' at the beginning of the track description and it does not change from then. It is a limit very hard to live with and we aim to get it changed sometime soon.
The borders are fixed width along each segment, but can change width on the next segment. The border also has 'height', that is the height of the border's outer side - just think of curbs on racetracks and you'll get the picture. If you set height to 0, it will be flat of course.
Here comes the side - that should be the side of the track, like the grass next to the concrete strip on a racetrack. The side can change width linearly from the start to the end for each segment, so you can define  narrow or wide areas next to the tracks easily.
The barriers mean the physical edge of our tracks. There is no life outside the barrier on a Speed Dreams track - this is that farthest you can wander from the track. We use this to put up walls, fences, armco around the track.
Well if you happen to use a 3D editor to change the track's landscape, you can of course define any scenery wwwwwaaaay behind the barrier, but that is only eye-candy - you cannot enter that realm with your car.
Obligatory picture just to make all the lines above useless

All of the above is much better described in Andrew's tutorial, worth checking out.


Chicane ahead!

Now back to the original problem. At first you'd think there is nothing simpler than modelling a motorway: set track width to 3 lanes's width (which I've googled to be 3 * 3.75m usually for Europe), set some 50cm border to mark the transition from asphalt to grass, then use 2 metres of grass on the inside and 20m on the outside, then set up a fence as barrier and you are done.
But we want chicanes to slow the cars down a bit before a U-turn! So technically speaking, the track is about 1.5-2 lanes wide only, goes from one edge of the 3 lanes to the other edge when entering or exiting the chicane. Still we want to use the 'side' for the grass areas and we must have barriers, too:
Motorway with chicanes and the racingline cars will most likely follow

That means we need borders that change their width along the segment's length. In Speed Dreams, our robots use the borders or the sides without any fear, if they seem to be 'good' for driving. So if you set the surfaces of the borders the same as the track, the robots will use the borders when chosing their racing line. If you set the side's surface the same, the robots will drive on the sides, too - but set it to some bumpy or grippy or slippery and the robots will keep away from it. That is ideal for us in this situation, we can use the borders as asphalt and the sides as grass.


Digital technique

Now let's see our next picture:
Digital magic

Sadly enough, borders cannot change width currently, so we have to use a trick somehow. This is what I'm trying now: whenever there is need, I cut the track segment into short pieces (quantate it...), see the ugly lilac lines. Every short segment will have a border with different width (gray lines, black distance markers), this is how I emulate the border width changing. In fact, it is changing, not continuosly but step-by-step, like when you digitize an analogue value (quantate then sample average for the segment).
This is a dirty trick indeed and looks awful when you produce the track and try it in the simulator. However, Speed Dreams uses the track description only to make the cars know where to drive - what you see is a completely different story. The visuals can be edited in a 3D editor like Blender or AC3D and we can get rid of all the jigged borders there. Likewise, you could build a track on an iced lake completely covered with ice and only signposts to signal the track, or in a desert with camels showing the limits...


Does it work?

Soon I'll tell you if I've succeeded or not.
BTW did you like my 6-year-old-level graphics? This is our new toy in the family, a Bamboo table & pen - actually my daughter got it as a birthday present and she can draw beautiful drawings using it. Her dad obviously is not able to do the same :)

Friday, October 14, 2011

printf("RIP Dennis Ritchie :( \n");

There aren't many computer-related books on my shelf. But the white one* is there, and I guess it will be there as long as I have a shelf.

Thank you, Dennis. RIP.

* The C Programming Language, B.Kernighan, D.Ritchie

Tuesday, September 6, 2011

git and nomad life

This entry is like a note to myself, just to help remember setting this thing up again if needed...

So I have my track creations in a public git repo at repo.or.cz.
So far I've only been using it to publish my ideas to the world, but now my time schedule has changed and I wanted to gain full access from another computer, too.
I had no problems using git clone to clone the project on the new computer. Then I've set up some tracking branch with 'git branch -t track_name origin/track_name', fetched it with 'git fetch origin' and began working on it after the merge: 'git merge origin/track_name'.
But then after some changes I wanted to push them to the repo, so I could continue work on the other computer. However I could not get it working unless adding a new user at repo.or.cz/reguser.cgi. It also meant generating a new SSH key with ssh-keygen, and copying the public key to the appropriate edit field on the register page.
Then I've edited the file .git/config and added a new line in the section '[remote "origin"]' a new line, right after the fetch URL line:
pushurl = ssh://newusername@repo.or.cz/srv/git/kilo_torcs_tracks.git

Now I can fetch the whole thing issuing 'git fetch origin track_name' and push to it 'git push origin track_name'. The server asks for the SSH passphrase and voila it works.
Right, it may be obvious for some, but I am happy now and wanted to share it :D

Note #1: you may ask why did I not use my existing pubkey to register. Simple: forgot where my USB stick with my pubkey was, and did not want to wait 3 more days with the whole procedure when I got back to the same situation... yes I know, I am lazeeeeehhhh.

Note #2: remember, don't git pull, rather git fetch and then git merge... Details here and here.

Sunday, August 28, 2011

Knockhill dilemma solved

Thanks to everyone who has expressed his/her opinion about my planned track.

The results are:
Realistic: 5
Easy: 2

manfariel has even produced side-by-side videos with a real-life on-board lap on the left and himself driving around the track in Speed Dreams, on the right, synchronised. Wow!

So the more realistic option wins, even without my own vote. Thanks again for sharing your views.

Sunday, August 14, 2011

Knockhill dilemma


HELP NEEDED!

I've been working on a track for some time now, Knockhill in Scotland.

It is a 2 km long (or better, short), fast track with very interesting corners, turns and altitude changes. What gives me headaches is the latter one. The information available of the track says that it is "varying by around 200 feet (60m) from highest to lowest point." I've mapped the track outline, tried to get the altitude and banking changes right, but I have a burning un-certain feeling in my soul about it.

At first try I've made it so that the Z-size, ie the difference between the lowest and highest point on track was 200ft. Man, was that track hard to drive? Sure it was. It had some drops that you would even think about going down there by bike, not even a racecar... Robots behaved very different in the drops and climbs, some were flying out straight ahead like an F-14 catapults from a carrier ship, others slowed down and managed to follow the track more safe. In short, the track looked and behaved too dangerous.

Now, I haven't been to the track IRL. I only know it from photos and BTCC races available on Youtube. So I've never walked down there on those slopes to get a real feeling of them. There may be this kind of sharp changes in altitude, or there may be not.

My next idea was to halve the altitude changes of the track. It was easy to do, only had to change the 'grade' and 'profile end tangent' values of each segment in the track XML file. After generating the track, I was eager to see how it feels to drive around. And - I liked it more than the original! It seems the robots like it more, too. It simply feels more natural.

So I have this track that feels great to drive, and another one that is more hi-fi in regards of data. Which one is better? I cannot decide, so please help me! The two versions are available here (safe one) and here (tricky one). Please download and test them and share you views either in the comments or via e-mail.

Remember, I need your help
or this track won't be finished ever and all the great resources used for creating it will be lost forever to humanity :D

NB the tracks are unfinished - they don't have a pitlane, textures are basic, etc. But they are drivable. I've driven them in Speed Dreams, but I guess they also work in TORCS. To install them, just copy the contents of the archives to the track/road location, in a folder named 'knock'.

Thursday, June 30, 2011

Install Speed Dreams on Ubuntu

Following up of my TORCS install howto, today I'll tell you what I had to do to get Speed-Dreams up and working on a brand new, clean Ubuntu 11.04 (Natty Narval) install.
NB: I usually work on the trunk branch of Speed Dreams, using git-svn, but I think the download packages should work the same.


So this is what I've started with:

  • sudo apt-get install cmake libsdl1.2-dev libjpeg8-dev libxmu-dev

then made some links:

  • sudo ln -s /usr/lib/libGL.so.1 /usr/lib/libGL.so
  • sudo ln -s /usr/lib/libGLU.so.1 /usr/lib/libGLU.so
  • sudo ln -s /usr/lib/libXi.so.6 /usr/lib/libXi.so

(idea from here)


then downloaded and installed Plib the usual way (later I learned there is a plib-dev package in Ubuntu now...):

  • Visit the PLib download page.
  • Download the 1.8.5 version, then do as told: tar xzf plib-1.8.5.tar.gz
  • cd plib-1.8.5
  • ./configure
  • make
  • sudo make install
and then onto adding some more dev libs:

  • sudo apt-get install libopenal-dev libenet1-dev

At this point "cmake ." still wasn't happy, whining about some plib thingies. Quick googling led me to our own forum (khm) and launching cmake in interactive mode (cmake -i .) I was able to set the correct location of the PLib includes.
This was so satisfying that cmake agreed to complete 100%.


Now in the make phase I quickly faced the first problem, at about 9% of compiling. It missed some libplib*.so files in the /usr/lib directory. Noproblemo, linking is our friend (every other day):

  • sudo ln -s /usr/lib/libplibul.so.1 /usr/lib/libplibul.so
  • sudo ln -s /usr/lib/libplibsg.so.1 /usr/lib/libplibsg.so
  • sudo ln -s /usr/lib/libplibsl.so.1 /usr/lib/libplibsl.so
  • sudo ln -s /usr/lib/libplibjs.so.1 /usr/lib/libplibjs.so
  • sudo ln -s /usr/lib/libplibssg.so.1 /usr/lib/libplibssg.so
  • sudo ln -s /usr/lib/libplibssgaux.so.1 /usr/lib/libplibssgaux.so

And so it compiled at last...
Now I'm busy racing :)

Monday, January 10, 2011

git <-> svn

You may guess now I like working with git. I am always amazed how easily I can match the abilities of this software with the several, often changing needs that arise during my work or hobbies. Oh right, it cannot help in skating faster...
And then there is Subversion. I should not say I hate it but I think it is a slow dinosaur, ugly, fat and slow-moving. But still, many projects use it so if you want to participate in them, you've got to follow the flow.
And there comes git-svn to the rescue. It enables you to use your beloved git in a subversion-based project easily. This is how I've set up my workplace for Speed Dreams development, using git for effective feature branching, mergeing, rebasing and such git candy:
mkdir sd
git svn init https://speed-dreams.svn.sourceforge.net/svnroot/speed-dreams/trunk
git svn fetch -r3096 (of course you can choose another SVN revision)
git svn rebase
and voila you have a nice and shiney git repository that mimics the SVN repo.
Anytime you want to update your repo (like doing 'svn up'), just issue
git svn rebase
The above process is explained in more detail here (thanks, Flavio), along another entry here.

Now onto feature branching:

I quite like the Story branch pattern, so basically what I do is:

1) Find a ticket to work on in the Speed Dreams Trac system, let's say it is ticket #100.
2) git co -b 100_ticket_short_title this creates and switched to a new git branch that I will use for this ticket only
3) hack this & that
4) git add -p
5) git ci -m 'Commit message that really tells something. Re #100' - so I always try to include the ticket number in the commit message, good for Trac coverage.
reiterate 3-4-5 until ticket is finished
6) git diff --cached (review all the work done)
7) git rebase -i HEAD^8 (or so, view last 8 commits and squash them together if needed - this to get rid of the side effects of very frequent git commits)
Now before committing to SVN let's make sure it won't cause any conflicts:
8) git svn fetch && git svn rebase (OK maybe git svn fetch isn't needed)
If still 'green', then commit to SVN:
9) git svn dcommit
Now switch back to the master branch and update it, too:
git co master
git svn rebase
Set the ticket status fixed and delete the branch, if you like. I prefer to keep it around for some weeks in case the ticket is reopened after the initial tests, but you can get rid of it or create a new branch then - really just a question of taste.

The only thing you should really take note is: you cannot do a git svn rebase if you have any uncommitted changes. Fabio's blog says he uses git stash to put away his changes, does the rebase, then does git stash apply to get his changes back. I prefer to commit my changes instead, do the rebase and then work on the usual way. Which one you choose is up to your taste - both approaches work fine.

This is the real git magic - you can choose the way you work!