AirSim
Bullet
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AirSim | Bullet | |
---|---|---|
10 | 41 | |
15,867 | 11,907 | |
1.2% | 2.2% | |
0.0 | 4.5 | |
17 days ago | 16 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
AirSim
- Modding API for old game: Strategies to ensure it runs on older systems while not losing productivity?
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Replay system (gamemode from c++)
Have created all widgets, code compile successfully but have problem with replay spectator. Im using plugin AirSim https://github.com/microsoft/AirSim it is plugin that simulate drone. It has own gamemode AirsimGamemode (here is c++ file https://github.com/microsoft/AirSim/tree/main/Unreal/Plugins/AirSim/Source) that spawn drone at start. Problem is that I cant assign BP_PC_Spectator there. So I created own gamemode that I thought will override AirSimGameMode. It kinda did, it spawned drone on start but replay spectator widget show record screen, but it is not shown on play replay screen and I cannot move there as well.
- Heat map of environment monitored by drone
- 3D heatmap of environment monitored by drone
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Airsim, ROS, can msg be shared between packages/nodes ?
Hi, I implemented path planner as node in ROS. Now I want to try the route planner in the AirSim simulator. During path execution, I want to get outputs from sensors such as GPS, IMU and Lidar. AirSim come with build in wrapper (https://github.com/microsoft/AirSim/tree/main/ros/src/airsim_ros_pkgs) that create topic and services once launched. Wrapper create two nodes, one to obtain sensors data and one to control drone. Wrapper is build in AirSim directory and path planer is in another. Is it possible to share msg so I can call and subscribe to wrapper topics in my planner node ? Or do I have to write msg for every topic, service I want to use ?
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Destruction of a russian fuel truck
And there are also some open-source projects you could join, instead of starting a new one. This one looks interesting, haven't tried it though: https://github.com/Microsoft/AirSim
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What happened in IoT last two months? Here are some headlines I found interesting
In 2017 Microsoft created AirSim, an open-source simulation platform for AI research and experimentation with drones and cars. This July, Microsoft announced the upcoming release of a new simulation platform and the archive of the original 2017 AirSim.
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Currently writing out a plan for an RL based path-planning project. (I'm doing it for my Smart Vehicles course in my Master's Degree) Don't have much domain knowledge atm but looking for some advice on how to approach the problem?
AirSim: https://github.com/microsoft/AirSim
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8+ Reinforcement Learning Project Ideas
AirSim
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Is it possible to train a self driving car on google colab?
I've been trying for a while now and I started thinking it may not be possible. If anyone has managed to train a self-driving car simulator using openai gym on google colab(preferably), or on any remote server (AWS, GCP, ...) please let me know. So far, I tried carla, airsim, svl, deepdrive and they are all equally useless unless run locally with a gui. I'd really appreciate if someone suggests some way that actually can make it possible.
Bullet
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Blaze: A High Performance C++ Math library
For typical game physics engines... not that much. Math libraries like Eigen or Blaze use lots of template metaprogramming techniques under the hood that can help when you're doing large batched matrix multiplications (since it can remove temporary allocations at compile-time and can also fuse operations efficiently, as well as applying various SIMD optimizations), but it doesn't really help when you need lots of small operations (with mat3 / mat4 / vec3 / quat / etc.). Typical game physics engines tend to use iterative algorithms for their solvers (Gauss-Seidel, PBD, etc...) instead of batched "matrix"-oriented ones, so you'll get less benefits out of Eigen / Blaze compared to what you typically see in deep learning / scientific computing workloads.
The codebases I've seen in many game physics engines seem to all roll their own math libraries for these stuff, or even just use SIMD (SSE / AVX) intrinsics directly. Examples: PhysX (https://github.com/NVIDIA-Omniverse/PhysX), Box2D (https://github.com/erincatto/box2d), Bullet (https://github.com/bulletphysics/bullet3)...
- Looking for specific pre-Microsoft Havok Physics SDK version (2013, 2014)
- Software for Mechanism Analysis
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Does anyone know any good open source project to optimize?
I suspect most C++ physics libraries like Box2D (https://github.com/erincatto/box2d) or Bullet3 (https://github.com/bulletphysics/bullet3) could really benefit a lot from SIMD.
- After months of work, I'm excited to share the first release of Godot Jolt, an extension that integrates the Jolt physics engine into Godot, demonstrated using GDQuest's RoboBlast
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X4's Upcoming Multiplayer Features Are a Huge Step Forward
No, they replaced Bullet with Jolt. That is considerably more than "some adjustment", regardless of what you think of the result.
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Brick Breaker
Vulkan graphics via Intel GVK, and physics via Bullet
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Ive been programming for four years and I told my dad to watch long videos and complete your own projects to learn most efficiently. He thinks he’s ready to tackle any project after a ten minute video…
The first two have a bunch of great examples, and I’m tying them together by refactoring some of the THREE examples to fit the ECS paradigm defined in AFrame. then upping the ante by adding physics using AMMO, which is more challenging since it’s only a partial implementation of Bullet, and already poorly documented (yet popular) physics engine.
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Their music is just too good
Plus, SM uses a system called bullet physics, I imagine this would be rather complex to rework into a modern engine such as Unreal or Unity (after all, the majority of performance issues come from the physics engine rather than the graphics engine)
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Is anyone working on more effecient HDT-SMP?
The physics in HDT-SMP are actually being calculated outside of Skyrim's engine with Bullet, an open-source physics engine. So this isn't some limitation of Skyrim's engine.
What are some alternatives?
carla - Open-source simulator for autonomous driving research.
PhysX - NVIDIA PhysX SDK
ml-agents - The Unity Machine Learning Agents Toolkit (ML-Agents) is an open-source project that enables games and simulations to serve as environments for training intelligent agents using deep reinforcement learning and imitation learning.
Box2D - Box2D is a 2D physics engine for games
gym - A toolkit for developing and comparing reinforcement learning algorithms.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
GAAS - GAAS is an open-source program designed for fully autonomous VTOL(a.k.a flying cars) and drones. GAAS stands for Generalized Autonomy Aviation System.
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
Autonomous-Ai-drone-scripts - State of the art autonomous navigation scripts using Ai, Computer Vision, Lidar and GPS to control an arducopter based quad copter.
ODE
apollo - An open autonomous driving platform
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.