The interviews are next speaker, it's going to be Jose Luis Rifiero, probably but you're
in your name, but that's okay. Hope it's a co-founder of Honour Robotics, but he's also a
PEC member of the infrastructure team and gazebo team, and it's been around with
open robotics for a really, really, really long time. And luckily he has voted me in as a
mentee committee in the infrastructure team, so very happy. Thank you Jose, and thank you for
my welcome. So you're all maxed up, here you go, all right, you're all right, you're all right,
you're all right, you're all right, so whenever you want to start, go ahead. Sure. Thanks
people for coming, thanks for the welcome, thanks to the committee for letting me to speak
here 45 minutes, we are going to be 45 minutes together, so I don't see any coffee in this
room, you should, so let's speak a little bit about Casivo, starting from the beginning,
why I'm here, I'm, I have been working for open robotics for the last 13 years, since 2013,
I have been part of the open solar robotics foundation, open robotics, and now they open
source robotics alliance, so I've been here for a while, I'm a member of the Casivo PMC inside
the Osgra, I'm also a member of the infraBNC, and I am the co-founder of a small consulting
company, Coljono, where we usually try to put this experience of the core team into our clients'
projects, so let's try to do something real and not meet with the keyboard the whole day.
Let's start for the beginning, this is, we are speaking about Casivo simulator, the Casivo
simulator is at 24 years old, Simulator, it was created in 2002, in the University of
Southern California, by Andrea Ojova and Made Kidding, we have nights still in the PMC group
today, so the phone there is still with us, it was built as an extension of a project like
what's called stage player, someone in the room has to teach player a whole voice, but better
I'm in the room, at the beginning, Casivo was implemented using ODI, this is open dynamic
engine, and there was no render engine behind, so while directly using OpenGL, I have put
some images for you people, this was the stage to the Simulator, but at the time, I really
had 20s, and this was one of the first pictures that we have from Casivo, as you will see
the point five, was like this, so it didn't change that much, right?
So on that moment of being a university product, there was a couple of key milestones in
the history of the Simulator, the first one was, Willowaraj was at his carap, it's
famous for being like the place where the process was created inside it, Willowaraj had
night cleaning, so it was in the same place, you have different kind of software projects
together, and one of the first things that Casivo is famous for is to be the Simulator
the PR2 robot, PR2 robot is that one, this is Casivo 1.4, this was inside Willowaraj,
this was an important moment for Casivo, maybe because the fun in, also because in the same
place, you have other projects like Ross and the project of growing together, but what's
happening there, the other key milestones in 2012, we have in 2012, part of the group of the
Willowaraj developers created what is called, or what's called, before it's called, it's still
just, the open server robot expansion, so the open server foundation focus, the funding for
the foundation was to focus on having external projects to be done by the foundation, so Casivo was
driven by the time by those spreads, so one of the first period that we had for the Simulator
Gasivo was the DAR robotic challenge, and it was a competition for human rights, so in
rescue situations, so that's a picture of a human driving a golf car inside the Casivo,
and at that time, so by that moment we had Gasivo versions 3 and 4, we started with the
semantical version bumping bumps, in Gasivo, so by 20, 14 we have Gasivo 3 and 4, one of the first
important things that happened by that time is that Gasivo was able to support different physics
engines, so that time we had, whatever we also had, Symbari Dardan Ballet, another interesting
interesting point is the addition of supporting digital elevation models, those one are the ones
that the law was to create realistic terrains in San Casivo, and this is an image of that
about that moment, this is 2013, this is my one of our college, Morgan Gellie, this is first
so I think it's the first time that Gasivo was shown, and first of them, this is probably La Fontaine
auditorium, yeah, and we were showing the human rights that we were working on at that moment in
the USA, these two don't see, but that is me, as many present in the simulation, the testing that
we did for having this human rights simulation competition, the class this was 2016, and we have
Gasivo simulator was running with the Dalparovori Challenge, but that more, aside from the Dalparovori Challenge
in 2017 we have the NASA program called Space Robot Challenge, it was about using human rights,
this is the Baikiri robot assisting in a Mars mission, but that time what we have Gasivo versions
in San Sanite, so we improve the human dynamics, we have had a good sense of integration,
but at the moment we also implemented the Baikiri planning, I remember correctly, and there were many
competitors that were put in together external controller, all goreens, for BIPET working,
more things, we are getting to the end of the first step of Casivo, or the first stage of Casivo,
laser releases for what we call the Casivo Classic, Casivo version 9 was a good one, we were working
with the NASA in different projects, in the Space Robot Challenge, was one, but we have already
been in the moon with the NASA, so at that time Casivo 9 was a huge improve in silos,
we implemented the Kamaran lens flare, so you see the objects and the sun coming through the
objects, when they have just passed through the sun, it's an amazing video call that you
will render the moon, don't mind my co-workerian, he was just rendering, we were working mainly
in things relating to this space, explorations, moon, the latest version that we have with Casivo
using numbers, this Casivo 11, we finally see some of the some interesting changes in SDS,
SDS, it's the language that we use to define the robots, so we had some friends and
antiques, we have like a skeletal animations, but that moment and also track it vehicles and the
sun are sensor was there by this time, so there was a moment where the core thing was having
problem to maintain the level of the simulation and the level of projects with the existing
architecture of Casivo, that was the creation of the ignition libraries, ignition libraries
were there before, because we were using them in Casivo 8 or Casivo 7 probably, but the
core thing just failed the necessity of changing the architecture, so a weekly idea it was called
ignition gas, and it just libraries, you probably some of you probably know it, but there was a
problem with the copyright of that name, so we rebelled that to call the new generation of Casivo
the new generation, I was quite original, I know that this is causing pain for the people
going to do in searches, but believe me that you cannot imagine how amount of words you need to just
rename the whole project at the whole co-op. So one of the things that that moment was popular
in the gaming engine was an architecture called entity components system, the easiest, so this is
the core of the new Casivo, and it's like how the different steps that coordinate so the components
of the simulator are done and are defined, so apparently then from the data that are going with
the different tasks that the simulator needs to do, so we implemented an entity component system,
by that time we split the whole simulator in different libraries, I know that you guys probably
don't like that, but what was the moderate approach that we used to have the simulator in that sense.
One of the things that we started to see is let's try to have the simulation the simulator to run
only the pieces that you need, so we converted the whole rendering system and the whole physics system
into what we were planning based systems, so you can load on own load whatever you want to use
with the Casivo at that time. The other reason to change the whole simulator is like we really wanted
to use new versions of the server, it was like this is 2019 and the old Casivo was tied to
part of this thing, so we took that advantage of the providing to bump many of these versions.
This is a video of one of the first versions that we have, this is probably a mission
agorobolis, the mission blueprint, we were working by that moment in a different project,
this called the soup, the running and challenge, but was a huge mining complex and there was like
the competitors need to go with their robots inside that mine, you have been, you have seen
smoke in there, we were simulating particles, we were simulating things smoke in there and the robots
went into this big cave, so the one to stand in touch here, this is how we come to what we have
to take, this is the current Casivo, we did more than 10 different releases, the new Casivo has
nice interesting rendering capabilities, we bump the over version to the next generation of
the factory in there, in the various of the garden, we have the bull can support, there is
physically based rendering, it's probably a nice rendering capabilities, we have two stances,
particle feds, lens flares and a bunch of different things for rendering, we have the physics,
we implemented another physics engines, a valid feeder stone, different from the valid original
we created a trivial physics engine for the speed up simulations that are big and we have like
out on a national collision in harmonic and finishing with what we have in the Guillaume Casivo,
there is not the goal of this talk, we have a nice growth to integration, this is probably
not the most popular features that we have in Casivo, we have the build directional breach
operating, we added composable nodes, to avoid like the memory copies of the message passing,
we added in the last release, the national similarity interfaces, so it's this year to change
between Casivo and other simulators, and it's a simulator that is using a large variety of the
mains, so we have a good marketing support, there has been a use in all kind of brown vehicles,
and there are people using an ideal space in Casivo, we have manipulation, so this is a short history
of Casivo, so now the question is we now have the mother times, so what I understand by the
mother and times, say the last five, six year, how many things has changed and what did this
mean for Robert X in the last four or five years, so the first thing that that this has changed
and it's obvious for you guys probably is the computational power, so we have more powerful
computers and laptops, we want to run a simulation, we have more computational power now in
every single device, and we just assist to the rise of this twin GPU, I put this, it's a graph,
more of the mother times, so one, one together, one, that graph is the Nvidia hardware, the
Nvidia shares between the years, so in the last five years GPU is everything, probably
only because the rise of the AI and machine learning in these last years, but there was before
to improve the computations in robotics, so that's changed a lot, one more thing is we have
been changing these years, the programming language is, so we have new C++ standards of price,
this is not new, but some of them are out, we have seen the popularity of go,
sometimes more popular, sometimes less, and we just assist to the types that I just discovered
this being creating, that's like, is that the most useful language left here, but let's focus on
the simulation and robotics, we have two important ones that I want to mention here, the first one
is Python, Python was there from before, but it's like, it's been used, we have seen some questions
about that before, like the high level logic applications inside the C++, inside the robotics space,
and one thing that happened to Python lately is like, it's been used by the AI community,
and this is probably not a surprise for you, if I put rust in the list, so it's like the
big trend that appeared here, it's a efficient language, there are many different projects
between nice things and rust, it's already present in some mature projects, like the kernel,
in the second language, been approved by the kernel, change kernel, or even in Firefox,
but things that have changed and I think they are going to be important for the last part
and how we apply them to C++, package manager, real systems, we have seen the creation of this
had a medic, some boxes, built system probably basel, is the most popular one, some others,
we have seen the creation of the package manager using a function, language, this is quite impressive
to my eyes, the doppelades in the border of building and deploying things, I'm speaking about the
next, you probably guys also know about it, we have seen some others like not so complex,
but they work in an environmental isolation, light recovery isolation, file path isolation,
speaking here about conda, we have seen the creation of nice tools, that operates on conda
packages like Pixie, that can create reproducible, fully reproducible build for you using a
log file, what things we have seen in these last five years, this one is important, optimize data
communications, so we have seen the evolution of the DDS frameworks, particularly in cyrosh,
fast DDS, cyclone DDS, with that evolution there was a focus put in something that we usually call
cyroshobby, cyroshobby straight to avoid to create unnecessary copies in memory, when we generate
some data and we pass some data to others consumers inside the same machine or in different machines,
we have to talk about these eyesorex, it's the implementation of a
serum memory for bi-synthaway DDS cyclone, a bi-migal late today, in 2020, we are situation of
you know, that change also the way of seeing that they previously communication that were
mainly DDS based in the space of the rust, so a single is writing in rust, it's a mother
published as a scriber, but you can also do some queries, it supports lots of mid-word topologies
and it's able to work in in backwind in badwill limited networks, so there's a talk today, Julian and
are talking about the integration of Sinoa with Ross Cintras, see that later today,
want to come, more things that change, we have already seen this morning, something about this,
there were a lot of sprangers, so there is no value Ross now, we have Dora, Dora was creating
2020, I've seen for the first time hearing the Ross Cintras, Dora is writing in rust surprise,
and the first time I listened to it, I say, oh, it has everything I really want to have in
a row of different, so it's like it's using Sinoa, Cinoa bi-local communication, it's using open
telemetry, which is really nice, superb multi-a-a agents and multi hardware applications,
and it uses Sino to do the communication, so it's one of the frameworks that it's operating now,
and it's coming, more popular, we have Sinoa talked about this morning, so copper, I think it was
creating in 2024, I know, around, it's also writing in rust, and what it makes,
copper different from Dora, it's using a rendering engine, and it is using a physics engine,
so we are approaching to the simulator space here, baby, it's a rendering engine in rust,
native and rust, baby and radiation are rust, native physics engine, so the way that copper
works is you're going to have a declarative file, it's been able to just create a whole system for you,
but it's full developers, we have Sinoa before here, we're getting closer,
what we have seen in robotics, simulators in the last five years, in the last ten years is like
new ones, I mean it's not that so price for anyone, if I put here and be a isaxin,
I just put all the trademark things like that work, I promise that they were in the, in the
web page, so I know it's not like I want to put any emphasis in that, yes, copy-based,
video isaxin was released in 2019, not that long, and it's built on top of something called
Nvidia omniverse, it's a digital as a platform that allows the isaxin to use many nice three features,
the physics are implemented using something called Nvidia phi, phi, x, phi, x,
x, property, it's not a property that is an open source Nvidia physics engine,
designed to work well with Nvidia cards, and it's integrated with the Nvidia isaxin lab,
that is one of these labs to spawn 100,000 subsimulation at the same time, so this really
impacted the ecosystem where the civil was operating before, the other the player that we have here
of 3D, of 3D, is rendering, it's a very mean engine, it was created for the, from the old
Amazon lumber car, someone knows that before, and it's relatively new, it's 2021, it's here,
it's using the same physics engine that the Nvidia isax, and it has, it uses its own rendering,
which is a really nice one, and there is an extension to connect it to gross, and it's
and it's more in the game in the space where you have a GUI and many utilities to create your
simulations, your simulations or your animations, the third thing that I want to put here is not
a simulator, it's more of physics engine here, but the thing is relevant to go to here,
it's a Google, a physics library, they didn't create it, but they acquired it at some point,
so they made it open source it wasn't at the beginning, and it has an incredible dynamics support
It's able to simulate many of the dynamics that are crazy for simulators, like tendons.
So what are the good things that we have with Mujogo and Google behind is it has like
nice GPU support, but not only designed to work with Nvidia version, but also the Mujogo
MJX, this is able to work with any of the GPUs that we have in the market.
Google and Mujogo has its own render, it's quite ugly, if you have seen it, it's
based in Nopenzia, it comes to like offline renders, using EGL technique, this to finish
and just the last section of it, what has changed really changed the last year is the
machine learning AI, so it's not new to you, if I mention here the rise of the deep learning
frameworks, PyTorzware, TensorFlow, they are both from different companies, they are supporting
GPU and TPUs to create like neural networks, doing there are many people using them to
nowadays to create all kinds of robotics learning teaching, the second point here is this kind
of robotics gems, we have seen it scarce to me a little bit, where they would like like human
edge failing thousands of them moving around and to generate synthetic data for training,
so I think this is what we have here until here and now we are going to with the interesting
one, so this is the context where gazebo is nowadays, we have a long time simulator operating
and we have all the context has changed in the last years, so what are we doing in the
courting, what is being planned with all these context on the table of this rust, so we're
coming, these new simulator coming, what are the decisions we are taking on what are the developments
that we are doing, first thing, so when the people is approaching to me nowadays, oh, I see,
I see, it's okay, but it's not photo reality, I see, oh, yeah, okay, yeah, you just put
that box and for fears that needs moving, it's not photo reality, okay, this is the first,
one of the first things that happen, so stop here, this is a personal, this is a personal take
a personal opinion of mine is how, what you are looking into a nice, realistic world,
how important is the rendering, so I have this question here for you guys, so what just
try to open off with the ISAC and create a route without being like a 3D model for the
signer, how that looks like, it's like magic, it's like you need like you need the work or
a model designer, you're rendering engineer tweaks, to put this kind of text, this kind of
lights in the world, so to be able to display this realistic environment, so it's not only the rendering,
the rendering is important, don't take me like that, but this thing for me is the key important point,
the second important thing, I was discussing with my coworker Ian, friend Ian, and I say, hey,
I have this feeling, and he's a rendering expert, and Ian told me, yeah, that's kind of true,
I mean, rendering engineer is important, but there is also an important point is how many features
you are enabling by default, like when you open a zero, so much here is developing a zero in
a laptop, yeah, so on, no, yeah, so on, have you ever tried to open ISAC sim in a laptop?
Okay, yeah, so it's like, Ian was explaining me that this is like this kind of rendering features
that I'd consume in memory and resources, that we don't want to put that in the default run of
Kasey. So, I'm going to show one as light, I have it since two days ago, and it was
proprietary confidence, yeah, so please, though, I think, I get this probably the most interesting
one in the whole presentation, this is showing the same world, the same spirits, being run
in a zero, off-ready, and I succeed, so I think the I succeed, the solution is no good, so
don't take it like that, because you know how operate I succeed, the people in here is,
I don't think there may be, there are better, but I don't think I like Kasey, it's not terrible,
but the point is you put time into just a configurational world. So, now I'm going to bring here
the court in decisions and plans. The first one, we have expected in the next release, in Gasey
of Cuba, this is, this is in the primary goal in the roadmap, we have the improved the rendering
quality. So, from the courting, we explained that we are aware that there are other rendering
engines that are good, we want to use them, I see, but we want to create a proof of concepts,
integrating the whole rendering will be a difficult job, and you can comment and ask me,
okay, run maps, I mean, I have a roadmap for everything and never get into the real,
there was a hackathon done by the friends of intrinsic, where the Gaseo members of the Gaseo
courting were participating, so there was an analysis, so this is real work, there was an analysis
of the different existing rendering alternative we have in place, which is the Kodot,
filament and berry, and the goal was to create a proof of concept from that hackathon.
So, they finally selected berry, which is a rust, we just descend from baby before, it's a rust
base rendering engine, I think it's easier to integrate. It appears in 2020, it's a rendering
and it's been powered by something under the hood, which is going to be important here, it's
something, it's going to appear again, called WGPU, WGPU is also a rust thing, and it's an
graphic API, that graphic API has the magic of being able to call all other different graphics API
depending on the platform, so it's a powerful tool that allows us not to have to write
different code depending on the platform. This is the first proof of concept of a different rendering
using Gaseo, so the video down is running a simple simulation and the image above is a
baby render static image, so it's not like it's working, like a rendering engine, but with a
couple of hours of work, we were able to take a civil war and put that in baby to create a rendering,
maybe you can see that it has a bit more of contrast, maybe, so things are been done in this
aspect. More things in this rendering change, this is a bold work was created by the Gaseo
project lead, in the global design, this is our repository where we put designs and ideas and
architectural changes, he's proposing to use to connect baby with Gaseos, are we seeing before,
but not integrating baby inside Gaseo, but creating like a connection from Gaseo to baby,
here we plan to use Cino for serve memory communications between these two pieces and also to create
flat buffers that help us to avoid like this set of copies that we were speaking before the
modern approaches are used, so there's a lot of activity in the rendering side, let's see if we
can come with something interesting in there, speaking about Cino copy communications, what is
the transport layer in Gaseo, the transport layer in Gaseo is called Gaseo transport, Gaseo
transport is no more than a lot of up with the good old Cero and Cue and some code to handling
all together. This custom code helps us to not create extra copies in memory when we are running
in intra-process mode, using Gaseo transport, so it's been working pretty fine, I'd say.
One of the features I will have, this is already released and you can use it in the latest version
of Gaseo, is the Cino integration inside Gaseo transport, so instead of using Cero and Cue,
you can now select to use the Cino transport in when you are using Gaseo, so we did, I think this
is from the first them, from the very arrozcon, this is a comparison of how it works, the Cino
CmCue integration, I think that for intra-process we expect both of them behaves mostly the same
that's true and we have a problem with C, you know, we were growing inter-process, this is another
point in the road map, we believe it's like we are not using Cero memory in Cino, and this is an
interesting feature and important features, so this is a point in the primary road map about the
implement in the Cero memory capabilities of Cino, so the Gaseo transport can use them, I press the
button, more interesting things happen in physics engines, so the problem that we have with the
physics engines that are valid is that they are usually a single only project, so it's not being
developed by the group of people or funding, so the development is not going extremely fast, we are happy
with them but not going easily, so in the Gaseo PMC there is a wood open source candidate that we
can integrate, that wood open source candidate is Mujogo, we have seen that before, so it has been
selected as the four physics engines to be supported by GC physics, is in the road map,
so then the road map the next question is, is going to be done, oh I think I have a video here,
I can play that thing, it's going to be probably the most interesting video in your lives,
so this is the wood upcoat, we have coat and simple shapes and Mujogo,
and it's been integrated, we have simple shapes, we have meshes, this is a problem with the
burn, but there is a no-pumped wood that was done in the Gaseo that intrinsic, the members of the
because it was indeed an intrinsic, so it seems to be happening, I come, this one is my favorite,
this one is funny, so this is not mine, this is from my colleague Arjo,
this was, I mean in the Gaseo court, we are a fan people, this was presented in the Roscoe
this year, so the rendering inside Gaseo happens slow, so we are aware of that, so before we go into
the details, a bit of theory, is there any rendering in the room that can jump in and explain what
this is, I'm going to try to do it, seems like when you are creating a rendering, there are
two main approaches, probably three, but let's focus on two of them, but this rustillization,
so if I understood correctly from a rustillization, we go with the 3D world and go with all the
entities that we have in a simulation and translate that using mathematical operations
into the 2D render of your screen, maybe, or a camera, or the render that you want to create,
so this is, this is, this is, this is the true computational power,
and it's highly dependent on how big is your work, so you need to go with all the entities and see
if they're projecting to the rendering, and the second approach, this is not so modern, but it's
trending, I would say it's happening in the new GPUs, it's the right racing, and right racing
each state of going from the world, we go from the render and cast a ray, and they're like
data structures that are going to tell us if they object is being predicted in the render or not,
and after that apply in the light sources, so if you see the difference, like the realistic
impact is more interesting in the right racing, how can we use the right racing?
We already spoke about the WGPU, WGPU has experimental support for right racing,
and the good thing for me, it's different from all other APIs that we have in mind,
I mean we have bull can elenos, but you want to use bull can, you probably need to be a complete
PhD in graphic operations, render theory, write thousands of lines to make it work,
with WGPU, we have the experimental support that can run in all the platforms.
So, this is a project that has an argyo word doing during the last summer of code,
it's a real interesting project of implementing ray tracing for a light or sensor in Casivo
on a camera sensor, so they were putting together the rust part of it together with the
code of Casivo, you can just compile it with Colcommer Simic and works on compile, and we are
gaining this different approach of how the these sensors work.
This in the left is Casivo running this new ray tracing sensors, it's a couple of
car models, car light models, in the right, this is that we run application, probably familiar
but to some of you guys, this is a rust visualizer of data, so how it's working it's in the
plugins they are converting, the Casivo format for the entities, they are they are cycling
the entities in Casivo, translating them into the format, it is a triangle format, expecting by
WGPU and just make it work through the the right tracing in WGPU with a very few lines of code.
This is quite impressive, we explained it before that you are using a like rust
authorization, that rust is an ancient technique needs to go over all the entities in a
assimilate that code, so the cost for the sensors when they are working it's in prison,
when we are more vertices in the scene, this is the size of a scene in in this axis,
and if you see in the fix line we start the right tracing sensors, they are both
seems like a stable with a scene size, so this is a really interesting approach,
another interesting change is not only in the Casivo court team, but this in the open store
robotics alliance, we had last year an investment on to 150K dollars, 150K dollars is a lot of
money or not a lot of money, so Juno is one step, this is a classic, this is one of the most famous magic
they are either in cards in the history, it was sold by that price in 2020, I mean there has been
probably expensive, a more expensive approach of selling cards, but this one is not that
money, two things with that money that the open store robotics alliance decide to do with it,
the first one is to work on how we are going to integrate this whole new
ecosystem into the build fund, it's mainly designed for the rose build fund, but not only,
I mean I keep in my eyes in this because in Casivo we are going to need it, so we are looking
the way that we can best way that we can do together with the rust community, the best way
of integrating that into our build fund, so we can distribute it's binary form in a right way,
in a way that we can update the dependencies and everything is coming, so this is going,
this company contracted for doing this and work is being done, not yet done, but it's going,
we have another big big project of improving all the documentation, this is going to
affect rose, Casivo, all the projects that we have in the osurah, but it's really interesting,
we already have some millions with the company that is doing this, like how the people approach
to the documentation, but profile, so people approach the documentation, how it should be organized,
which I think is a common topic here, in packaging and building, I think it's not as surprises,
if I tell you that we have conda forge packages, being built for all the stable distributions,
every time there is an update, we have a conda forge package update here, this is already working
thanks to the friends of Robostack and Sylvia, that is this, we are also using Pixie in the Casivo
Quoting, so Pixie is our standard tool when we go to Windows, and it's what we recommend
to the people that is installing, going back to the roadmap, a bit more of Pixie
is planned, so we are planning on replacing Brue with Pixie, initially only in our internal
CI, let's see what's happening, but the effort of maintaining Brue has been huge for the
recording, so it could happen that we change, that's what we're going to do. More toys are
we have some basel files inside the Casivo libraries, it's a warwin push by the intrinsic
folks, we already have in the latest version of Casivo that work changes, that was a basel mode migration,
and we are starting to push packages into the basel central register, so if anyone is using basel,
not everything is working, but a good bunch of Casivo can be built, in the PMC who have
about this next week, about adopting that basel, does it work in your CI, this is an interesting
topic for many people, how to use that simulation, we are finishing, we had the headless rendering
supporting the civil when you want to create that CI, you are probably interested in not to run
the simulation, to run the simulation without an screen, that is, can be done in Casivo sense
long, that's in fortress, we have an interesting repository, this is a GitHub action, it can
install Casivo elinous macro windows, any of the versions for you, this is a project that I copy from
my co-worker saying in rows, so we are generating something that is missing in Casivo, it's
the Docker images, we are building, we are working on having them officially, but I have a repository
grave, so finish with it, this is a server only installation here, this is the last slide I'm going
to put here, this is an example of integrating all the AI into Casivo that way, that's one,
finish, yes, that's one, the people is approaching me, yes, finishing the second,
approaching me, so Casivo we focus on something specifically, like low fidelity simulations,
local, and my personal take is, it's an open surprise, it's been there for a while, it's been
pushed by many different interests from the people, so it's not a product, we don't have a product
manager, so we don't know what the future of the plug, the future of the software is going to be,
that's it, thanks so much for listening to this video,