----- Original Message ----- From: "Michael Matkovic" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 10, 2003 12:07 AM Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status
> Could you describe the --headless option (Phase 1 changes)? > Sounds a little like what I'm trying to get Flightgear to do. > / > /I was hoping to have multiple airplanes (each controlled by an individual program), each being updated > once per video render instead of having independent execution frequency. Using version 0.9.2's multiplay > option, I can get a number of planes visible but the 'once per video render' update still needs some > work. Til now I've been viewing the group of planes from one of the players' views. I'm not sure if > this idea can be done, but (considering what I'm trying to do) is it possible to have flightgear toggle > between each player's view? For instance, starting up several 'players' but only having one screen... > and being able to switch between each player's view. Sounds like a weird idea? maybe I should back > on the coffee :-P > "headless" would be "without any graphical display at all" multiplayer does multiple planes in the scene, but expects the controlling logic for all but the local plane (none in the case of headless) to be handled by processes over the network I would VERY much like to see the ability to have a plane instance not attached to an OpenGL scene updating at a set frequency (for AI driven planes at the server, rather than at the client) -- given that, having the plane able also to attach to an existing scene would achieve the 1st half of your requirements (attach as many planes as you like), then the input routines would need to be isolated from a specific plane instance, and made able to attach to any locally running plane instance via a menu for starters, we would need: 1. local plane instances that can operate with or without a local OpenGL scene, optionally with PSL scripting for AI 2. keyboard/mouse/joystick interface isolated from the plane instance, with the ability to attach to any local plane instance (i.e. you could detatch from all planes and only the menus would be active, or you could be attached) What this gets us: 1. a running FGFS instance can have multiple planes without multiplayer, with the planes scripted if desired to play out a scenario (civilian scenario: cope with a plane invading your airspace while on approach/combat scenario: obviously :) blow them outa the sky :) ) 2. running headless connected to a multiplayer server, the FGFS instance can handle multiple AI driven planes in the world on behalf of the server, creating a distributed server environment for larger simulations (would take a little tweaking of the multiplayer code to cope with multiple plane instances at the client, but very possible, and quite desirable IMO) Are any of these abilities in the current code, or how much work are we looking at to make it work this way ?? _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel