Message: 2 Date: Mon, 10 Nov 2003 16:07:15 +1100 From: Michael Matkovic <[EMAIL PROTECTED]> Subject: [Flightgear-devel] Multiplayer Server RFC -- Current Status To: [EMAIL PROTECTED] Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset=us-ascii; format=flowed
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
thanks, Mick.
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Message: 3 Date: Mon, 10 Nov 2003 00:47:27 -0500 From: "John Barrett" <[EMAIL PROTECTED]> Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status To: "FlightGear developers discussions" <[EMAIL PROTECTED]> Message-ID: <[EMAIL PROTECTED]> Content-Type: text/plain; charset="iso-8859-1"
----- 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)?program), each being updated
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
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 videorender' update still needs some
work. Til now I've been viewing the group of planes from one of theplayers' views. I'm not sure if
this idea can be done, but (considering what I'm trying to do) is itpossible 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 weirdidea? 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 ??
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At the moment, the mods to our FlightGear include our own protocol which freezes execution until a socket connection is established.
Once the external controller code connects, FlightGear starts up the simulation. This works great for a single plane. Its also works for two
using --multiplay. Only problem is, I have to start up 1 FlightGear session per plane.
With the two planes on screen (running identical code / settings), one of them would fly off into the distance which seemed strange since I expected
they'd fly side-by-side.
I'm not too keen to start modifying the code, firstly because I'm still getting familiar with the internals of FlightGear, and secondly I'm not sure if
someone else would be doing the same coding. It would be good to have some sort of co-ordination (if possible) to know how many people are doing
what... *my two cents*
Looking at the other posts (apart from the politics etc...) I'd also like to see some sort of feedback from FlightGear if one plane would (at the very
least) clip another (collision detection). Is there some way of introducing component failure, ie. similarly to how you can issue a command to
alter fuel levels. This would come in handy for what I'm doing!
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