Comments (2)
You are right, this would be neat. However the code is mostly written with the Python side acting as the server, BeamNG.drive as the client. In hindsight this was a mistake I made early on, but it's one I have to deal with now so it could take a bit to rework everything to allow multiple concurrent clients.
You are right in that it would probably be easier to have this for vehicles, since they already have their own connection, but there are some functions of the vehicle that actually happen on the game engine side and Python "fakes" as being part of the vehicle to have a nicer API. For example, cameras are rendered from the game engine, of course, so a vehicle's camera sensor actually asks the engine side for that data. If vehicle and engine have different connections, that falls apart.
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Added in v1.19.1: https://github.com/BeamNG/BeamNGpy/blob/master/CHANGELOG.rst
Example here: https://github.com/BeamNG/BeamNGpy/blob/master/examples/multi_client.ipynb
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Related Issues (20)
- Example needed: taking a bird-view picture of the map from an absolute location HOT 2
- Semantic Segmentation Lane Markings not Showing Up HOT 13
- How to alleviate distortion HOT 1
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- ScenarioObject name cannot be Empty or None HOT 4
- Documentation car call names and maps call names HOT 1
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- Get annotated objects in map
- camera doern't work in windows os,beamngpy=1.28,beamng.tech=0.31.3.0 HOT 1
- Socket message transfer very slow HOT 2
- Can the offical api provide user with the function that exports the video that vehicle runs on the road? HOT 1
- How to properly render Lane Markings HOT 1
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