Dear Manish:
A- I cannot tell you a precise estimate on the performance of
Chrono at simulating a 3D car model with a motor model plus tire
models, but as a ballpark figure I can tell you that I was able to
run a vehicle with full suspensions in real-time with full
suspensions on a single core. It was a 13 bodies + 20 constraint
model, plus some LUT-based engine.
Note. We still do not have a 'simplified' 14-dof object as in
videogames to make super-fast simulations, ex. with just K&C
curves instead of full 3d suspension, but maybe we'll have in
future.
Maybe Dr. Radu Serban (here in CC) can comment on this, because
he's the main developer of the vehicle module.
B- about Chrono+Unreal interaction: currently we haven't a
solution for this, but as I worked a lot with Unreal for other
projects, I can tell you that in principle it can be done.
B.1 - In fact, one or two years ago someone already made a
simulator where Chrono sent simulation outputs to a TCP/IP socket,
and a custom Unreal visualizer continuously updated 3D shapes on
the screen depending on the TCP socket input. This maybe the
simpliest way to go, but also the less powerful.
B.2 - A more tight interaction could be that you link directly the
ChronoEngine.dll in the Unreal C++ build system, and you use it
from within Unreal (in this case, remember that you could also
exploit inheritance from Unreal's Actor classes and Chrono ChBody
clesses, for example, but for all Chrono data you would loose the
nice feature to access class members via Unreal's introspection
mechanism, that is based on the UPROPERTY macros. That is, Chrono
classes would stay in Unreal except that you won't be able to use
them via Blueprint scripting)
Alessandro
Hello Jiaxi Liu, I’d like to learn more about your integration method in Unreal. Could I take a look at your Unreal project?
Try disabling optimization in settings, if you can.
Cheers, Alan.
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Hello, Alan!
I set CH_WHOLE_PROG_OPT:BOOL=OFF in the CMake configuration. After recompiling and replacing the library file in the Unreal third-party libraries, the above error still occurs!
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