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This devlog I bring you:
-Authentication, made with Auth.js, it has the options to log in using github and google. For now its just the code itself for logging in, retrieving user data and checking if the user is logged in, but it doesnt serve any function.
-Properties panel, now you have the option to open the properties panel. When clicking on a node it shows info about that node, like the inputs, outputs and any attributes it has.
-Data processing, for now only in the API, the panel is coming too! It takes a csv file and checks it’s compatibility with One-Shot encoding, and other basic information about the data, like missing values, encoding size, etc.
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Sooo, I have been pretty efficient. We got the basic UI layout done, with the windows and tabs and everything, which have been customized. We also have a logo (sadly I couldn’t log the time working on it) and most importantly we have the first tool!
The visualization tool!
(now I realized I’ve misspelled visualize in the app)
Which also means I got the communication between the web interface and api working.
For now the visualization only works with ONNX files, but I hope to get this expanded to other formats like pytorch files.
The tool works this way. You “point” to the file on your computer, the client on your laptop processes it and generates a list of edges and nodes, where each node carries specific information about itself. Then in the UI I post-process them a bit, as the names are pretty ugly like “/lstm/LSTM|/” and I just trim it. Then based on the category of node, I color it a specific color. The constant nodes are removed for clarity (although I will add a way to re-enable them). Then using ELKjs I order the nodes and then display them using react-flow.
I really like how it all turned out.
Some other notable things are about the meubar, it’s very easy to add buttons, and for those buttons to have nested ones, its just basically a JSON, where each button has a label, an onClick function and children. All of this setup will help me in the future.
This is all for now.
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I’ve started with the scaffolding of this project. I want the UI to be IDE like, so I created a window management system using Dockview. I also made a Client class. The idea is for there to be two ways to process your neural networks, either locally or in the cloud, thus I made this client class that should make it very easy to switch between the two on the Frontend side. In the client itself, where all the processing happens, I made a very basic fastapi server and some endpoints for testing, as well as laid the brickwork to “load” local files into the client, without having them uploaded to the Website UI and then sent over to the MYLO client on the PC, basically creating a duplicate just to read from it. It works by instead of opening a file dialog in the browser, opening one from the python client installed on the computer, thus allowing me to access information such as the absolute file path, which would otherwise not be possible trough the webinterface.
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I have been working on making racing ai for the game. As a small intro, i have worked on this project before, and what I got is a working car controller, and dialed in physics to something I like how it feels.
The ai represented a difficult problem. If I want this to be open world, and for there to be police chases, I needed the NPC car to be able to go offroad, so basically, of a set path. There would be the option to make a hand tailored map and even for the offroad sections to be counted as roads, but that would be hard for one developer to do and test, so I opted for this. When the car is not on a road network, it fallbacks to the built in navmesh system in unity. It then uses it to calculate a path as a list of point and then drives between them. On the road, we just need to sample points from the spline of the road and then drive between them.
The hard part was this driving part :D
While it might seem simple, just point the car to the next point, and then have it move forwards, there is much more nuance to this. First, the NPC car should behave just like the player car, it should have the same turn angle, and thus I must now convert a simple direction into a steering angle. Another difficult part is when racing. I can’t just have it accelerate always, the car must brake when a sharp corner is coming up, and for really tight one, maybe even drift. So how do you do that? Well, i dont know yet, this past 4 hours I have been working on the same script and same section trying to figure that out. I really hope that next devlog I can come with a solution, but i cant promise anything.
My plan is to calculate the curve of the upcoming curve, and then somehow spit out a good speed for that, but there are a lot of factors to account for, like the grip of the car and actual speed, distance to corner etc.