carla
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carla | Bullet | |
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22 | 41 | |
10,491 | 11,886 | |
2.6% | 2.0% | |
8.3 | 3.4 | |
4 days ago | 14 days ago | |
C++ | C++ | |
MIT License | GNU General Public License v3.0 or later |
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carla
- Tesla braces for its first trial involving Autopilot fatality
- Mediocre Arduino Coder here: is there anyone that can offer their expertise on a virtual autonomous car project?
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Best Self Driving Cars Projects.
It sounds like you're looking for something like the CARLA simulator.
- What good Autonomous Driving simulators for research?
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Importing map from google maps
If you are looking for a different simulator, I would suggest using (Carla)[https://carla.org/] with ROS bridge and it also has an inbuilt support for OSM which worked flawlessly (you have to install it from source to get the OSM plugin).
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[D] Doing my (bachelor) thesis on RL. Which topic do you like best?
(3) I would suggest you use CARLA or TORCS for self-driving cars in RL as they are common test beds.
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Can someone build carla RL env for centOS for me?
carla env
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Car simulation RL environment - Carla centOS build
Link to carla
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Best way to simulate and train VSLAM based robot in virtual environments?
There are a few ways you could go with this. A fun recent trend has been to make simulators in the unreal engine for photorealistic training. If you wanted to spend your whole project on the simulator part you could make your own environment, but I highly recommend using an open-source sim package. If you don't care too much about photorealism, you could use gazebo just fine. I've also made small visual worlds in blender, then simulated with RVIZ. Here's a good one with a focus on aerial robotics: https://theairlab.org/tartanair-dataset/ You could also give CARLA a spin for autonomous vehicles: https://carla.org/
- Open-source simulator for autonomous driving research
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?
AirSim - Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research
PhysX - NVIDIA PhysX SDK
simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
Box2D - Box2D is a 2D physics engine for games
openpilot - openpilot is an open source driver assistance system. openpilot performs the functions of Automated Lane Centering and Adaptive Cruise Control for 250+ supported car makes and models.
CHRONO - High-performance C++ library for multiphysics and multibody dynamics simulations
apollo - An open autonomous driving platform
Newton Dynamics - Newton Dynamics is an integrated solution for real time simulation of physics environments.
webots - Webots Robot Simulator
ODE
gym - A toolkit for developing and comparing reinforcement learning algorithms.
mujoco - Multi-Joint dynamics with Contact. A general purpose physics simulator.