用于驾驶模拟的 3D 引擎 [英] 3D Engine for Driving Simulation

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本文介绍了用于驾驶模拟的 3D 引擎的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

是否有专门用于驾驶模拟的开源 3D 图形和物理引擎?类似于针对涉及驾驶的游戏的可配置游戏引擎,或者更专门针对城市交通状况并实施可编写脚本的交通规则的游戏引擎.此外,汽车发动机零件和仪表板展示将是一个加分项.一些可以用于场景的预制 3D 汽车模型.

解决方案

尝试 TORCS,The Open Racing Car模拟器.它是一款高度便携的多平台(Windows、Mac OS、Linux、PlayStation)赛车模拟游戏.TORCS 的源代码在 GPL(开源")下获得许可.它拥有广受好评的 3D 引擎!

TORCS 具有超过 50 种不同的预制 3D 汽车模型数十条赛道.图形具有照明、烟雾、防滑标记发光制动盘.该模拟具有简单的损坏模型、碰撞、轮胎和车轮属性(弹簧、阻尼器、刚度等)、空气动力学(地面效应、扰流板、...) 以及更多.

您可以非常轻松地增强通用 TORCS 系统引擎,因为它是高度模块化的.

TORCS的源代码目录结构如下:

<预><代码>.|-- 文档|-- 司机|`——人类|`-- 曲目|`--dirt-2|-- 接口|-- 库||-- 客户||-- 配置文件||-- 学习||-- 数学||-- 便携性||-- Raceengine客户端||-- 赛场||-- 机器人工具||-- tgf||-- tgfclient|`--txml|`--gennmtab|-- linux|-- 模块||-- 图形||`--ssggraph||-- 模拟||`--simuv2||`--SOLID-2.0|||-- 包括||||-- 3D|||`--固体||`-- 源代码||-- 遥测|`--跟踪|-- 赛车手|-- 工具||-- 帐户||-- nfs2ac||-- nfsperf||-- 包裹||`-- 规范文件||-- 文本映射器|`--trackgen`-- 窗口|-- dll|-- 包括||-- 铝||-- GL|`-- plib`-- 库

如您所见,它内部有很多不同的项目,例如SOLID 是碰撞检测库,simuv2 包含所有有趣的物理相关的东西.

试试 TORCS!

Is there any open-source 3D graphics and physics engine specialized in driving simulation? Something like a configurable game engine targeted at games that involve driving, or something more specialized to urban traffic conditions and that would implement scriptable traffic rules. Also, car motor parts and dashboard presentation would be a plus. Something with pre-made 3D car models that I can use for scenes.

解决方案

Try TORCS, The Open Racing Car Simulator. It is a highly portable multi platform (Windows, Mac OS, Linux, PlayStation) car racing simulation. The source code of TORCS is licensed under the GPL ("Open Source"). It has great well-commented 3D Engine!

TORCS features more than 50 different pre-made 3D car models, tens of tracks. Graphic features lighting, smoke, skidmarks and glowing brake disks. The simulation features a simple damage model, collisions, tire and wheel properties (springs, dampers, stiffness, ...), aerodynamics (ground effect, spoilers, ...) and much more.

You can very easy enhance general TORCS system engine, because it is highly modular.

The source code of TORCS has following directory structure:

.
|-- doc
|-- drivers
|   `-- human
|       `-- tracks
|           `-- dirt-2
|-- interfaces
|-- libs
|   |-- client
|   |-- confscreens
|   |-- learning
|   |-- math
|   |-- portability
|   |-- raceengineclient
|   |-- racescreens
|   |-- robottools
|   |-- tgf
|   |-- tgfclient
|   `-- txml
|       `-- gennmtab
|-- linux
|-- modules
|   |-- graphic
|   |   `-- ssggraph
|   |-- simu
|   |   `-- simuv2
|   |       `-- SOLID-2.0
|   |           |-- include
|   |           |   |-- 3D
|   |           |   `-- SOLID
|   |           `-- src
|   |-- telemetry
|   `-- track
|-- raceman
|-- tools
|   |-- accc
|   |-- nfs2ac
|   |-- nfsperf
|   |-- package
|   |   `-- specfiles
|   |-- texmapper
|   `-- trackgen
`-- windows
    |-- dll
    |-- include
    |   |-- AL
    |   |-- GL
    |   `-- plib
    `-- lib

as you can see, it has a lot of different projects inside, e.g. SOLID is library for collision detection, simuv2 contains all interesting physics-related things.

Just try TORCS!

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