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NERO Monthly Report [last updated December]

 
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jbsheblak
Site Admin


Joined: 20 May 2005
Posts: 52
Location: Austin, TX

PostPosted: Sun Sep 10, 2006 1:49 pm    Post subject: NERO Monthly Report [last updated December] Reply with quote

Someone in another thread mentioned that this might be a good idea, and I agree.


[ December, 2006 ]

Ok, well the first semester of the NERO research class is over and people are beginning to get accustomed to working with the engine. The real research projects will begin next semester. I on the other hand, no longer bound in a "don't step on toes" way by some of the projects in the class am working on finally cranking out a new release. This release will feature several bug fixes, an upgraded engine, and a new play mode. We're hoping to have it out early January...but yeah, don't hold us to that.

In a parallel project, I've begun evaluating open source engines and libraries for use in the open source version of nero. If you guys have any experience with working with these engines (as in "I have worked with this", not "I think this would be cool"), let me know. I'm currently learning towards using Ogre, Raknet, Angelscript, OpenAL, ODE, and OIS. We're looking to get some version of this out by late Spring. No word on when or if a svn repository will be publicly announced.

[ November, 2006 ]

Work is officially under way for the newer version of NERO. We have multiple teams working on different aspects of the game including: experiments, networking enhancements, gui enhancements, ai enhancements, and better art pipelines. Hopefully we'll start pumping out visible upgrades soon.

[ October, 2006 ]

Hey everyone, here is the October update!

The new NERO team has been going through training and should begin development within a week or two. We've got 11 new members who went through an official interview process and were chosen to carry on with the project.

Igor and I have been working on some merging issues with the new version of the Torque engine (1.4). It seems that the merge process is never an easy one, but we've gotten most of the bugs ironed out. I have begun scouting out engines and doing background research on a possible open source solution to NERO which could possibly go into development in the next few months. Who here wants NERO to be open source and to have access to the code for some non-commercial fun? I know I do.

[ / October, 2006 ]

[ September, 2006]

As most of you can tell from the lack of updates, the NERO project was put on the backburner. Nearly every member of the NERO team graduated from the University of Texas last May, and Igor and I had out of state internships taking up most of our time.

That being said, with the help of Ken, Igor, and Risto, there is new blood coming into the NERO project this fall. The University of Texas has decided to fund a class centered on NERO development. Igor and Risto will be leading the class and I will be there for support.

The purpose of this class is to improve both the research and gaming aspects of NERO (ie: we want to make it fun and we want to make it useful to the research community). This means we'll be working on stability issues, bug fixes, new interactions, new research, and hopefully a move to a non-proprietary game engine.

The class should begin in a week or so, we'll try to keep you up to date with what we're working on. Smile

[ / September ]
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John Sheblak
NERO Lead Programmer


Last edited by jbsheblak on Fri Dec 15, 2006 12:30 pm; edited 4 times in total
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stahlsau



Joined: 20 Aug 2006
Posts: 3

PostPosted: Sun Sep 17, 2006 11:37 am    Post subject: Reply with quote

Great, i'm happy this isn't dead Wink
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Xceptiona1



Joined: 10 Oct 2006
Posts: 2
Location: Omaha, NE / USA

PostPosted: Tue Oct 10, 2006 3:52 pm    Post subject: Reply with quote

Just found out about this project from linux.com, its really great in many ways.
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qui gonn jinn
Untrained Genome


Joined: 28 Aug 2006
Posts: 8

PostPosted: Thu Nov 23, 2006 1:00 pm    Post subject: Hey Reply with quote

thanks for the reports, i am late this month, but its good to see you are still working on it.
Wink
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bolukan



Joined: 14 Nov 2005
Posts: 1

PostPosted: Mon Dec 04, 2006 2:51 pm    Post subject: Reply with quote

Hi,

A year ago i have been heavely experimenting with Nero for some time. I am glad to see there will be a version 2 in the near future with more interface options. I really like to investigate which neuro-connections are causing a particular action (kind of reverse engineering). Hope that the new version will enable this kind of research.
Nice to read that you all are doing well with "new lives". Hope some new students will continue this project! Know to have me as fan!

bolukan
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Bollen



Joined: 19 Apr 2008
Posts: 1

PostPosted: Sat Apr 19, 2008 10:35 pm    Post subject: Reply with quote

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http://join.clubangeldark.com/track/MTA5MjU2OjM6Njk/ angel dark, angel dar videos, images


Last edited by Bollen on Thu Jan 22, 2009 12:35 pm; edited 1 time in total
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ikarpov
Normal Turret


Joined: 18 Dec 2005
Posts: 70
Location: Austin, TX

PostPosted: Fri Apr 25, 2008 3:32 pm    Post subject: Reply with quote

Yes - we are in the process of completely rewriting the game using IrrLicht, and it will soon be available as an open source project. It is actually more than just a game now with support for easy modification and a wider range of AI methods (not just Neuroevolution).
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Igor Karpov
NERO AI Lead
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Martijn
Untrained Genome


Joined: 05 May 2008
Posts: 8

PostPosted: Thu May 15, 2008 6:27 am    Post subject: Reply with quote

will it be possible to use my trained team from nero 2.0 ?
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Giusepedale1



Joined: 02 Jun 2008
Posts: 2

PostPosted: Tue Jun 03, 2008 1:35 pm    Post subject: Reply with quote

Martijn wrote:
will it be possible to use my trained team from nero 2.0 ?



please post some answer.I curious.
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