Schedule
This section needs significant time.
For now, some core items:
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Setup this site to properly pull documentation from the Gilbert repository, instead of using a local folder.
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Structure of how items will be stored, how review processes will be performed, and how audits and tests will be automated is paramount to makes sure this project starts in the right direction.
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Setup core scripts to allow anyone to clone / fork the repository, and run a single script to load/start all dependencies and software in a container (or directly in linux assuming all dependencies are installed)
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Note, no one should have to spend hours following tutorials and documentation, typing in command prompts to get their computer setup, a single run script should exist to fully setup an environment for both linux and windows. I expect most of the software execution will run within a container to isolate dependencies, assemblies / physical models will require other methods to streamline a workspace.
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Align on high-level architecture.
Core modules and priorities
Software
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Create low level rendering engine (note, there may be alternatives here, but I think it’s required that the robot renders visuals according to geometry / face definitions. This would be rendering each visible geometry segment, and mixing its reflected color with the pixel that it projects onto. This should scale for resolution, refresh rate, focus region, ect. I think this deviation from standard rendering is necessary to keep low level information / detail oriented around the sensed world.)
Projects to investigate / adapt from: https://github.com/topics/vulkan-game-engine |
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Create method to solve skeleton assemblies with deflection? Necessary to simulate robot, and simulation environment should be identical between runtime / live simulations the robot will need to process, and what is available for simulation.
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There may be some other solvers available, since this is basically just a kinematics problem. But the robot should be able to "bond" to other tools in order to act as a new element. How do current kinematic solvers handle runtime changes and runtime calibration?
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Eventually - How to apply kinematics to other objects in the scene for simulation purposes. How is something placed in a scene? What is it’s CG? How should it respond ect.
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Eventually attempt to decompose scene objects. What is their assembly, what are they made of, ect.
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Mechanical
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Design base to hold traversal system and other heavy components (battery / larger motors for shoulders / ect)
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Task oriented armatures
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Rely on using bowden cable?
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Note I lean towards nylon cable specifically for weight and flexibility, I think flexibility can be a beneficial aspect to contribute to soft robotics, with the proper controls tuning.
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