Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Interacting in a Virtual World

driveai
August 24, 2013

Interacting in a Virtual World

We discuss the challenges and advantages of using a virtual world to test out algorithms for the self-driving car.

driveai

August 24, 2013
Tweet

More Decks by driveai

Other Decks in Programming

Transcript

  1. Unity 3d  Game engine  Models and scripts 

    PhysX physics simulation 8/2013 3 Shere Car
  2. How to Contribute ShereCar Forums • http://www.sherecar.org/ GitHub • https://github.com/Self-Driving-

    Vehicle/VirtualWorlds Discuss • Demo After the Event 8/2013 6 Shere Car
  3. Appendix - Links  Shere Car ◦ http://www.sherecar.org/  GitHub

    ◦ https://github.com/Self-Driving- Vehicle/VirtualWorlds  Unity3d ◦ http://unity3d.com/  USARSim ◦ http://sourceforge.net/projects/usarsim/ 8/2013 Shere Car 8
  4. Appendix - Unity  Unity 4.2 Update was recently released.

    ◦ New source control features ◦ New navigation features  USARSim is built on the Unreal Engine, so the two aren’t compatible 8/2013 Shere Car 9
  5. Appendix – So Far  Based off Unity’s car demo

     https://www.assetstore.unity3d.com/#/content/10  One car model  One race track ◦ One lane  Forward “LIDAR” (raycast)  GPS information (position in world)  Sends out JSON data through port ◦ Set in car object properties 8/2013 Shere Car 10
  6. Appendix – AI Server  Example coded in Node.js ◦

    http://nodejs.org/  Can server software that can read/send through ports will work  Data between Unity and server is in JSON 8/2013 Shere Car 11