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  • Open Source Golf Simulator Software

    Hi,

    I have been following the various discussions on Sim software (TGC2019 updates, first bounce, limited course design features, gameplay issues, etc.) and thought about finding a way to get a product that caters to the demands of this golf simulator community. And "community" was the word that triggered the question if it would be feasible to develop an open source golf simulator software. I am neither a software engineer nor a computer wizard, so this might not be feasible at all, but I thout I'd throw the idea against the wall and see if it sticks.

    Following my thoughts:

    I imagine that a golf simulation is a rather static environment. As soon as you know the launch conditions of the ball (which we get from the simulators) you know how and where it carries (based on a given flight model - there are plenty of scientific publications on that - I do not know about the quality and transferability of them). Where the ball ends up is determined by the surface conditions of the landing point and the following surface (hardness, resistance, slope). I do not know how much work it is to simulate the movement of a sphere in a predetermined environment (i.e. the course surface), but I would figure that for simulation purposes one only needs around 10 surface variables additional to the slope (green, fairway, sand, rough, water, hard rough, ....).

    Thanks to Chad's Tool we have the ability to use Lidar data to generate the surface of a course rather easily. I figure that that information can be used in other software environments as well. So the question really is how diffcult is it to develop/adapt a software that simulates the movement of a golf ball in a predetermined environment (and I am sure that there are software programs/engines that do exactly that).

    Developing such a framework would also enable the users to adjust the settings to their liking (e.g. green speed at exactly STIMP 9 - not just "fast/medium/slow", same with other course conditions). Also things like training modes etc. should be easily modified to our liking/specifications.

    The next issue are the graphics.

    Looking at the designer in TGC2019 we get various surfaces for greens, fairways, rough, etc. So this is really a rather limited amount of graphics needed for the basic gameplay. The main issue I figured are all the things that make the software pretty.

    I used to play Transport Tycoon and when the developer stopped supporting the program, a group of people started an open source version of the game called OpenTTD. One of the features was that it became possible to individualise the graphics of the trains and trucks and upload them to the game repository. So the community developed real life recreations of various train sets from around the world as well as bridges and buildings (someone even developed an IKEA building to be incorporated in the game). I figure that the same process could work for a golf simulation software. Additionally there are plenty of 3D models out there (some of them open source) that could be used in a golf simulator environment: trees, bushes, water, buildings, .... . Some people have the ability to create such models, most people do not. But there is still a way for everybody to contribute to such a project: "Donate a tree!" Even if some 3D models are only available commercially it would be possible to integrate them, if someone donated them.

    As for structuring such an endeavour I see two different paths: Start from scratch or team up with an experienced business (ProTee?) that enables the development of an open source repository.

    Starting from scratch would potentially mean some start up cost that could be financed by a group of people that like to support such an endeavour (much like Kickstarter or other funding structures).

    Maybe some of the software guys in this forum could do a size up of such a project and the associated financial implications, to get the discussion going.

    Thanks.




  • #2
    Teaming up with an experienced business that does commerce in this space sounds like an uphill endeavor

    OSS is technically free but may need more hands than any of us could gather. And keeping momentum during low points will be difficult.

    I'd suggest folks invest that time in creating good RCRs for TGC2019. As I stated in another thread, if it weren't for "2019" in the title people wouldn't even think it's old yet.
    Last edited by interpathway; 03-24-2021, 03:30 PM.
    TGC2019 Courses:

    A No Go Club Par 3 v4
    Blue Mash GC v3
    Columbia CC MD v3
    Hampshire Greens GC v3
    Hayfields CC v1
    Maryland National v2
    Needwood GC v2
    Newport National GC v3
    Norbeck CC MD v2
    Northwest GC v3
    PB Dye GC v4
    Raspberry Falls v1
    Rose Hill Golf Club v1
    Sligo Creek GC v2
    The Bad Little Nine v2
    Turf Valley Hialeah v2
    U of Maryland UMD v4
    Whiskey Creek MD v2

    Comment


    • #3
      Sorry, what is RCR?
      My Published Course:
      Green Harbor (L) - MA, Marshfield, MA
      Stow Acres North (L) - MA, Stow MA

      Comment


      • interpathway
        interpathway commented
        Editing a comment
        Real Course Recreation. Pretty simple for those willing to learn Chad's Tool and with time to plant/theme in designer

    • #4
      schurlette - I've been a software engineer for 30+ years, and into Golf Simulation for a long time, as a way to attempt to play in the off-season where I live (6 months is about the length of a season here). That would really be an uphill battle, to try to produce an entire simulator software, and especially when we have a really good one (TGC2019) that has been ported over from a high quality gaming system.

      It's already been figured out, how to use Chad's tool to create any course you want, based on LiDAR and save 100's of hours of course design time... as far as trees/objects. That alone takes up hours and hours and there is a decent 'Red Chain' environment that lets you do that too, see WGC 2011, and info at this page: http://www.golfsimclubhouse.com/ So, what I'm trying to get at, is that we currently have the 'best of both worlds' with TGC2019. We have a fully developed software, that is being updated frequently (The Golf Club, The Golf Club 2019, The Golf Club 2K21,) we have a 3rd party LM (launch monitor) company (ProTee) that is developing an interface to that software, and we have an ability to use an OSS (Open Source Software) Chad's tool to do anything we want to easily produce courses based on LiDAR and the Open Street Map (OSM), so that others can do the same - or work with their own design skills using LiDAR data to start with.

      Unfortunately, the concepts you have are not easy to achieve, even because their is not enough interest in this limited market... You could test the concept on your own through Kickstarter. I do like where you're going with Stimp 9, on a green, instead of just 'fast/medium/slow', etc... Give it a try, or maybe present your ideas to ProTee about future updates to TGC2019 and see what you find.... I have been wrong before. Good luck...

      Or, you could just keep adding to this Forum Post/thread and see where it goes... Make a list/document of changes you might like to see, even if to have a place where it can be referred to... you might find similar posts up here already...

      Comment


      • HowardL
        HowardL commented
        Editing a comment
        I regrettably have to second what Brettster is saying here regarding not to underestimate the amount of effort required. I have also been an electrical and software engineer for over 30 years and I can say I am tired and almost retired! I would not be willing to put in the time required, besides an effort like this would require many more than just one. With that said, not very many important things have been accomplished by someone telling themselves they can not do it! If you really want to be like a dog on a bone and make it happen... anything is possible. There are many open source software projects that have garnered unbelievable support (although I would think by mostly young and not so tired software engineers!) and have accomplished equally difficult projects. It is in your hands!

    • #5
      I have the beginnings of an open source golf simulator written using the Horde3d graphics engine in c++. I was working on it when I had time but eventually I gave in and bought E6 and lately TGC 2019 because it was easier. The difficulties are really in the assets that you provide the software. Those are things like trees, grass textures, golf balls, it all the things that make it look like a golf course. I found realistic trees were extremely difficult to create. I had also created a tool to import a black and white Tiff that maps terrain. It was crude but I managed to map Seneca Golf Course. So yes count me in I would be more than happy to help.
      Last edited by Chuck; 03-26-2021, 11:11 PM.
      Courses Created:
      Cresent Hill KY (L)
      Cherokee Park KY (L) 9
      Seneca GC KY (L) 18
      Charlie Vettiner KY (L)

      Comment


      • JakeGNA
        JakeGNA commented
        Editing a comment
        All my previous "I want to build a game" projects have fallen down as soon as I need assets instead of programming. Quality 3D models, textures, etc are all far beyond my skill set. I'm fairly sure that's where a large portion of money in game development goes these days.

      • Brettster
        Brettster commented
        Editing a comment
        Chuck yes, just making trees is very difficult, that's why it's crucial that the LiDAR tool makes all the trees for you, and that the designer allows you to place trees as needed - though not control exactly how they look in 3D, branches, etc. That alone is an immense task and schurlette is speaking of making them by hand, some to match the exact tree at a course. I do see some value in that, but would consider it diminishing returns and would think that doing something like providing a Green that runs at the exact stimp as the course on any given day would be a better use of time.

        For example, being able to design a course and set a stimp range, something like stimp 9- stimp 11 that varies based on whether conditions or the cut that day would be very beneficial.

      • Chuck
        Chuck commented
        Editing a comment
        Just a brief follow up. I meant the Urho3d graphics engine. Horde was Urho's predecessor I believe. Urho3d is excellent Opensource code BTW. Its right up there with Unity.

    • #6
      Thanks for the inputs.

      As mentioned I have no experience in software engineering at all (apart from building a few models for TTD - see above). I figured that the 3d models, textures etc. would be the most demanding part of such a project, but I am still wondering if it would be possible to use existing 3D models for a potential golf game.

      Attached examples are from a quick search in 3d models and cost around 40$. Assuming 50 trees needed as a starting point that could be easily financed. Additional trees can be "donated", same goes for other objects such as water, sand, buildings, signs, .... . And I am sure that there are enough people who would throw in a tree or two, because the course they want to build / have built has some special objects (e.g. clubhouse Augusta, buildings along the 17th and 18th in St. Andrews, ...).

      Alternatively the structure could be to create a software that is not free, but can handle open source/purchased models, so the database of objects will get larger by the time. If people from this forum with a decent track record started such a project, I believe that there would be quite some people who would "finance" such an operation via an early adopter scheme (but maybe I am too optimistic here ).

      Only last year the "Awesome Golf" software came out and as far as I know it was a project by a guy in the UK without the backing of a large studio.

      Again, I have no track record in software development, so I do not even know where to start such a project and before starting to work on a white list for the software I wanted to get a feel for the feasibility, so further comments are heavily encouraged.

      Thanks



      Attached Files

      Comment


      • #7
        schurlette says:

        As mentioned I have no experience in software engineering at all (apart from building a few models for TTD - see above). I figured that the 3d models, textures etc. would be the most demanding part of such a project, but I am still wondering if it would be possible to use existing 3D models for a potential golf game.
        If that is your intent - I just thought of an idea that may be better suited to what you are trying to do? Speak with ChadGolf and find out if it might be possible for him to find a way that the 'course objects' that are created automatically and through the designer can be imported through some method? If he is able to crack having the entire course terrain, including trees dropped onto a course through LiDAR then he would have knowledge on if it might be possible and if he could assist in some way, or at least give you a head start on how to code it.

        That way, you would spend your time, creating a free 'Course Object' library of all the objects we use that can be tagged with anything you want - for easier searching/finding. And this tool can be run to import any object/item you would like into the course. That too me would be a much easier 'doable' task - and something that would allow you to get much further, faster than trying to recreate an entire Golf Simulator / Game environment, which we already have a good starting/base point at with TGC2019.
        Last edited by Brettster; 03-30-2021, 02:49 PM.

        Comment


        • #8
          Would I be correct in assuming that such an endeavor would also require some type of partnership with Launch Monitor Manufacturers (Uneekor, Skytrak, Etc.)? In other words, wouldn't they have to support the software?
          --
          What Could Possibly Go Wrong?

          Comment


          • Brettster
            Brettster commented
            Editing a comment
            mikemcd22 I'm not sure any type of partnership is needed, but certainly the 'blessing' of the companies would be recommended. I would not leave out ProTee LM either, as they were the first in this market and there are many ProTee users.
            Last edited by Brettster; 03-30-2021, 03:35 PM.

          • mikemcd22
            mikemcd22 commented
            Editing a comment
            Agree, Would not leave Pro Tee out. Seems to me to be successful, the software package would have to be supported by (and support) multiple LM's.

        • #9
          I'm sure there are a few LM developers that would love to have an Opensource golf sim software to test, build and perfect their devices. Then there will be some that would like to keep the interface details of their gear closed, it will be their choice. If I can get my source code over to GitHub that would be a start; a launch point. However, while I've used GitHub, I'm a complete novice with GitHub and the Opensource licenses needed to launch a project, but I can donate some time.

          So what I was working on consisted of a google-maps (LIDAR) classifier, which would look a LIDAR (and satellite images) and identify fairways, greens, sand traps, tee boxes, vegetation, creeks, and water hazards. That could make getting the courses set up pretty quickly, but pretty generically for the assets. Urho3d handles people and crowds pretty well and their demos are really cool and build across platforms (linux/windows/apple).
          Courses Created:
          Cresent Hill KY (L)
          Cherokee Park KY (L) 9
          Seneca GC KY (L) 18
          Charlie Vettiner KY (L)

          Comment


          • Brettster
            Brettster commented
            Editing a comment
            Sounds promising and exciting Chuck - is it truly up to Unity standards (levels of 3D detail)? You could make a good start at it with just that library, it sounds like. Please let us know your Github location. I don't know about finding LM companies willing to use an Open Source software for testing. I would be hesitant myself to even consider buying that LM. Maybe you should create a free website, Google, or Microsoft to serve as a starting point?

        • #10
          I was impressed with it, and it's still an active project on Github. Definitely, it worth a look for anyone interested in an open-source game engine. II decided to not sit on the sidelines, so I've set up a Github account for the project for all to see. You can find it here;

          Seneca Golf is and opensource golf simulator. Contribute to csites/Seneca-Golf development by creating an account on GitHub.


          Currently just a Readme and a few goals. I'll upload the basic code as soon as understand how (I'm a rank novice with Github).

          Courses Created:
          Cresent Hill KY (L)
          Cherokee Park KY (L) 9
          Seneca GC KY (L) 18
          Charlie Vettiner KY (L)

          Comment


          • Brettster
            Brettster commented
            Editing a comment
            Chuck - that's a great starting place for the code, but I think you also need a website/discussion board that will let others comment and follow what is going on, rather than trying to do that in a thread up here? I don't think github has good tools for handling discussions, but I could be wrong?

            I looked at your goals, quite a hefty list, which needs subpoints added, here's an example: 4.1 Allow green speeds to be set at stimp measurements, or a variable range of stimp measurements ( such as Stimp 7.0-8.5 ), or allow a way to assign Stimp reading measurements to specific categories of green speeds.

        • #11
          I'll try. I'm a little slow getting the source code updated.
          Courses Created:
          Cresent Hill KY (L)
          Cherokee Park KY (L) 9
          Seneca GC KY (L) 18
          Charlie Vettiner KY (L)

          Comment

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