Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Tim Moore
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David Megginson wrote:
 On 31/10/2007, Christian Buchner [EMAIL PROTECTED] wrote:
 
 I would like to get a few pointers where to look for information about the
 terrain engine that is currently used by
 Flight Gear. In particular about the irregular terrain mesh - how is it
...
 
 Our current terrain engine was great in the late 1990s (when MSFS
 still had a flat world), but it's pretty stale now, mainly from a lack
 of interest and the difficulty of understanding the code.  It's
 actually deteriorated in some ways -- note that all the Great Lakes
 have been forced to sea level now, so that Lakes Huron, Michigan, and
 Superior are in deep gorges, and all the cities beside them are
 perched on cliff faces (that wasn't happening a couple of years ago).
 I'm not sure that we should really be maintaining our own terrain
 engine any more, though -- we should concentrate on aircraft models
 and flight dynamics, and try to interface with an existing engine.
That depends on where your interests lie, I suppose.

A flight simulator has specialized needs from a terrain engine: good close-up 
detail
for near or on- earth operations, terrain stretching to a far horizon, no-pause 
loading
of terrain from everywhere on the round earth, accurate material properties for 
ground
polygons. I don't know of any free project that offers this.

 
 One promising prospect is Demeter, which works with OpenSceneGraph
 (already supported by FGFS):
 
 http://www.tbgsoftware.com/index.html
 
 Unfortunately, Demeter itself seems to have gone a bit stale -- some
 of the links from the site don't work any more, and it won't compile
 with the latest version of OSG.  It does, however, support LOD and
 lots of other nice stuff (check out the screen shots!).  Maybe someone
 should take it over if the maintainer has abandoned it, or fork it if
 the maintainer hasn't but is stalling on new releases.

It doesn't do round-earth at all...
 
 The best thing we could do in FGFS, in the meantime, would be to
 isolate scenery-engine dependencies so that it's easy to switch to a
 new engine when it's ready.
 
That's not a bad idea; isolating the scenery engine would make it viable as an
independent project as well.

I think we have the expertise, both on the production / GIS side and the 
programming
side, to create a first-class world terrain and terrain engine that would be 
taken up
by other projects too. I personally want to work on this, but I need to help 
get our
OSG house in order first.

I'll start a Wiki page with some of my ideas (which aren't very original).

Tim

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread David Megginson
On 01/11/2007, Tim Moore [EMAIL PROTECTED] wrote:

  ...  we should concentrate on aircraft models
  and flight dynamics, and try to interface with an existing engine.

 That depends on where your interests lie, I suppose.

By we, I meant the Flightgear project, not the individuals in it.  I
would also be very interested in contributing to a terrain engine, but
I think it probably would need its own maintainer and team of core
developers who were focusing primarily on it, rather than building it
as a sideshow to FlightGear, especially since it would have to come
with a suite of editing tools to help people manipulate GIS data and
manually tweak scenery.


All the best,


David

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Sergey
Hello,

Few thoughts

as FlightGear moves to osg there is a nice virtual terrain project which is
integrates with osg.
The site for the project is http://www.vterrain.org/ and some papers are
here http://www.vterrain.org/LOD/Papers/.

Personally I like Thatcher Ulrich adaptive quadtrees approach ( which allows
to load chunks in runtime and thus it is possible to ) the approach is
implemented in Soul Ride game which source could be obtained here
http://sourceforge.net/projects/soulride/ ( this one specific implementation
does not feature   loading new chunks but I seen the java code with the
functionality.

anyhow there are quite a bit of approaches which are presented at
http://www.vterrain.org/LOD/Papers/ and some are more hardware friendly than
adaptive quadtrees.

Regards
Sergey Kurdakov
http://www.sim-ai.org/simplestgame.htm
http://www.sim-ai.org/FlightGearlesson.htm





On 11/1/07, Tim Moore [EMAIL PROTECTED] wrote:


 A flight simulator has specialized needs from a terrain engine: good
 close-up detail
 for near or on- earth operations, terrain stretching to a far horizon,
 no-pause loading
 of terrain from everywhere on the round earth, accurate material
 properties for ground
 polygons. I don't know of any free project that offers this.

 I think we have the expertise, both on the production / GIS side and the
 programming
 side, to create a first-class world terrain and terrain engine that would
 be taken up
 by other projects too. I personally want to work on this, but I need to
 help get our
 OSG house in order first.

 I'll start a Wiki page with some of my ideas (which aren't very original).


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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread David Megginson
On 01/11/2007, Sergey [EMAIL PROTECTED] wrote:

 as FlightGear moves to osg there is a nice virtual terrain project which is
 integrates with osg.
 The site for the project is http://www.vterrain.org/ and some papers are
 here http://www.vterrain.org/LOD/Papers/.

Excellent.  It looks like a good start, but there is a strange culture
around the site -- for example, you have to request a download instead
of simply downloading the source, even though it seems to have a
BSD-style license.  I wonder if most of the developers are coming from
the Windows world, and don't quite get the norms of open source yet.


All the best,


David

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Sergey
Hello David.

you have to request a download instead
of simply downloading the source, even though it seems to have a
BSD-style license.

I do not know exact rationale why this system to get a code is in
place, still the pass goes without problems and
the author is from linux/unix world himself ( to my know ).

Regards
sergey

On 11/1/07, David Megginson  wrote:
 On 01/11/2007, Sergey wrote:

  as FlightGear moves to osg there is a nice virtual terrain project which is
  integrates with osg.
  The site for the project is http://www.vterrain.org/ and some papers are
  here http://www.vterrain.org/LOD/Papers/.

 Excellent.  It looks like a good start, but there is a strange culture
 around the site -- for example, you have to request a download instead
 of simply downloading the source, even though it seems to have a
 BSD-style license.  I wonder if most of the developers are coming from
 the Windows world, and don't quite get the norms of open source yet.





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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Ampere K. Hardraade
On Thursday 01 November 2007 09:32, Curtis Olson wrote:
 Certainly we could and should take a look at cleaning up the
 scenery render engine API within FlightGear.
I think the problem here is about sceney _data_ generation as much as about 
the scenery engine itself.  The sceney generation process is overly complex, 
many people who tried didn't get far for one reason or another.  Then, we 
have experts who know how everything ties together but simply don't have the 
time to maintain the code.  Finally, when scenery actually gets generated, it 
either lost a lot of details or worst, has a lot of errors.

There are a few opensource libraries that are dedicated to the features that 
you have mentioned.  GTS, for example, can do continious LODs as well as CSG.  
The great thing about using existing libraries is that these libraries are 
purposely designed, dedicated to what they do, and are maintained by experts, 
instead of being hacks that are written once and hardly get looked at 
afterwards.  So, not only will we able to cut holes into the terrain for 
runways, we will also be able to do so better and much more efficiently.



Ampere

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[Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-10-31 Thread David Megginson
On 31/10/2007, Christian Buchner [EMAIL PROTECTED] wrote:

 I would like to get a few pointers where to look for information about the
 terrain engine that is currently used by
 Flight Gear. In particular about the irregular terrain mesh - how is it
 created (at runtime or offline) and how does
 photo texture currently get mapped onto terrain - how are roads and other
 terrain features added? (is it all
 vector or is it texture maps)

Our current terrain engine was great in the late 1990s (when MSFS
still had a flat world), but it's pretty stale now, mainly from a lack
of interest and the difficulty of understanding the code.  It's
actually deteriorated in some ways -- note that all the Great Lakes
have been forced to sea level now, so that Lakes Huron, Michigan, and
Superior are in deep gorges, and all the cities beside them are
perched on cliff faces (that wasn't happening a couple of years ago).
I'm not sure that we should really be maintaining our own terrain
engine any more, though -- we should concentrate on aircraft models
and flight dynamics, and try to interface with an existing engine.

One promising prospect is Demeter, which works with OpenSceneGraph
(already supported by FGFS):

http://www.tbgsoftware.com/index.html

Unfortunately, Demeter itself seems to have gone a bit stale -- some
of the links from the site don't work any more, and it won't compile
with the latest version of OSG.  It does, however, support LOD and
lots of other nice stuff (check out the screen shots!).  Maybe someone
should take it over if the maintainer has abandoned it, or fork it if
the maintainer hasn't but is stalling on new releases.

The best thing we could do in FGFS, in the meantime, would be to
isolate scenery-engine dependencies so that it's easy to switch to a
new engine when it's ready.


All the best,


David

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