Re: [Flightgear-devel] Some questions regarding scenery files

2003-11-09 Thread Paul Surgeon
On Sunday, 9 November 2003 03:22, Norman Vine wrote:
 This scheme may not be optimal but a square degree block even though it is
 conceptually simple is far from optimal.  Remember we are trying to tile a
 sphere and squares don't work, esp. if you want anything approximating
 an equal area subdivision.  FWIW IMO the current scheme is a terrible hack
 but ... it works  if you disregard the poles   and is a *major*
 improvement over our earlier 'square' tiling.

Well after having given it some thought I can't think of a better way of doing 
it either. Not that I know that much about projection systems anyway.

It does make the scenery building more complex because you have to keep track 
of how many columns are in the tile you are currently working on.
Plus you have to resolve the joining between tiles with differering numbers of 
columns.
On the positive side it does solve the problem of squeezing too much data into 
a tile as you approach the poles.
I wonder if TerraGear does automatic texture scaling based on lattitude ...

 This is one area that
 several of us have always intended to go back and rethink but ... it has
 seemed to be work well enough and there are always more pressing things
 todo :-)

Yip, we must not neglect the other areas.

Paul


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[Flightgear-devel] b0105 lock

2003-11-09 Thread r . f . hornby

This still appears under the /models subdirectory.  




talk21 your FREE portable and private address on the net at http://www.talk21.com


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Wolfram Kuss
Hi,

They have mentioned FlightGear as a candidate simply for the reason that it 
can be modified and changed to do whatever we want it to do. No restrictions 
on functionality.

Yes, that's the advantage of open source. BTW, I have lately heard
people call Targetware and MSFS/CFS open source because you can mod
it, but of course that is very different to having the program source
in the open.

We need at least one properly/accurately modeled aircraft that we can show 
off.
I'm talking nice visually (high poly count) and with an accurate flight model.

Regarding the visuals, the easiest way is use an existing model and
convert it. 

We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.

I did that a long time ago, before the LinuxTag trade fair.
It is in PPE (the open source modelle PrettyPolyEdit, which sits on
top of the library PLIB, like FGFS does). You look at the terrain from
above. Of course you can rotate and move the camera. You then simple
click the mouse onto the spot you want to add the model. You then have
three dials to edit the pitch rolll and yaw if possible. For example,
with taildraggers converted from MSFS, they are normally horizontal
and you have to rotate in pitch until all wheels are on the ground.

I am not sure anyone used this apart from me.
This should still work, but it uses ascii terra gear scenery. I do not
know the status on that. Is there a converter?

What 3D formats and apps are used?

See the bottom of this page for file formats:
http://plib.sourceforge.net/ssg/non_class.html
In the big table, look for formats we can load.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Frederic Bouvier
We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.

Look at http://fgsd.sourceforge.net

-Fred



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Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread David Luff
John Barrett writes:

 Like to apologize to Curtis for the cvs commits using the cvsguest account
 (though I didnt do the ones to the ATC code 

That was me - I inadvertantly committed from the wrong tree.

Cheers - Dave 

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[Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett
http://www.camelot-software.com/fgfs/fgmps.tar

Here is the patch and source files for the preliminary wire protocol
implementation -- comments and suggestions welcome -- untar in the directory
containing the FGFS source directory, apply the patch, autogen,
configure --with-multiserver, and make -- 2 executables (buftest and
msgtest) will be created in src/Servers that demonstrate the wire protocol
handling, and the base class for managing messages

At the moment, I'm planning to build in my own socket classes to handle the
net connections, as they are designed to handle multiple connections in a
polling environment -- unless someone can point me at existing code in FG /
SimGear / PLib thats up to handling multiple socket instances with
reasonably low overhead ?

And lastly, which is the best network module to use as a reference for
creating the status messages that get sent out every call to process() so
that I dont miss anything critical ?



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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Erik Hofman
John Barrett wrote:
At the moment, I'm planning to build in my own socket classes to handle the
net connections, as they are designed to handle multiple connections in a
polling environment -- unless someone can point me at existing code in FG /
SimGear / PLib thats up to handling multiple socket instances with
reasonably low overhead ?
Take a look at plib/src/net.

From the README in that directory:

This is a C++ library for making networked games.
It includes event-driven channels, support for
buffering and pipelining, a monitor server for remote
telnet admin, and binary messages.
HISTORY

Initial work by Dave McClurg [EMAIL PROTECTED]
This library is based on from a high-performance
internet server architecture for Python called Medusa.
  http://www.nightmare.com/medusa/medusa.html
Added binary messages and PLIB naming conventions
Erik

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RE: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Norman Vine
John  Barrett writes:
 
 At the moment, I'm planning to build in my own socket classes to handle the
 net connections, as they are designed to handle multiple connections in a
 polling environment -- unless someone can point me at existing code in FG /
 SimGear / PLib thats up to handling multiple socket instances with
 reasonably low overhead ?

PLib/src/net is a 'reasonably' efficient implementation of using
polling in a multiple connection environment :-)

The 'loop' is in netChanel.cxx

SimGear sockets and are built ontop of PLib/Net as is the FGFS 
http server, which should make an applicable stress test easy to
formulate :-)

for a Python based discussion of the methodology used see 
http://www.nightmare.com/medusa/medusa.html

HTH

Norman

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[Flightgear-devel] Re: Help please!

2003-11-09 Thread Melchior FRANZ
* Sarel Theron -- Sunday 09 November 2003 06:59:
 On Fri, 2003-11-07 at 23:14, Melchior FRANZ wrote:
   * Sarel Theron [EMAIL PROTECTED] wrote:
 slDSP: write:  Resource temporaliry unavailable
[...]
  Or use a recent version of plib/SimGear/FlightGear (if you don't already).
  There was a bug in plib that could cause this together with certain
  sound chips/alsa drivers under Linux.
  
 I have downloaded the latest stable release of plib(plib-1.6.0) 

Sorry, this should have been: use the plib version from CVS. The
changes that I'm referring to weren't published in an official
release yet. They'll be in the next release.




 I run configure it can't find the GLU working directory. When I run
 ./configure --without-glut it can't find the OpenGL header file.

Because they aren't installed? You should install these:

mesaglut The Mesa Glut library
 mesaglu SGI's sample implementation of the GLU library
   mesaglu-devel Development package for mesaglu (GLU library)
  mesaglut-devel Development package for mesaglut (glut library)
  mesa-devel Development package for mesasoft (GL library)

m.

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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett

- Original Message - 
From: Norman Vine [EMAIL PROTECTED]

 PLib/src/net is a 'reasonably' efficient implementation of using
 polling in a multiple connection environment :-)

 The 'loop' is in netChanel.cxx

 SimGear sockets and are built ontop of PLib/Net as is the FGFS
 http server, which should make an applicable stress test easy to
 formulate :-)


ok -- I give up :) total surrender :)

Interestingly enough -- the classes are quite similar to mine -- even unto
line terminator handling -- prime difference being that my socket instances
must register with the server class in derived implementation code, since
the core socket code can be used with or without the server loop -- looks
like plib handles that automatically

Guess I have enuf to do the server framework and initial handshake between
client and server


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RE: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Norman Vine
John Barrett writes:
 From: Norman Vine [EMAIL PROTECTED]
 
  PLib/src/net is a 'reasonably' efficient implementation of using
  polling in a multiple connection environment :-)
 
 Guess I have enuf to do the server framework and initial handshake between
 client and server

Might want to ask any questions or solicit ideas over on the PLib list as
this Library has been used before in somewhat similar 'online' gaming apps :-)

Cheers

Norman




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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread Andy Ross
John Barrett wrote:
 Here is the patch and source files for the preliminary wire protocol
 implementation -- comments and suggestions welcome

This sounds fun, so I grabbed it and had a peek.  One bug report in
messagebuf.cxx, which has some code that I can't figure out:

 void FGMPSMessageBuf::put(unsigned char byte, bool raw)
 {
 if (!raw) {
 if ((byte  0xf0) == 0xf0) {
 buf += 0xff;
 byte = byte ^ 0xff;
 }
 }
 buf += byte;
 }

If I read this correctly, if raw is false (which is the default
argument), then values in the range 0-239 are passed normally, while
values in the range 240-255 cause an extra byte of 255 to be inserted
in the stream, followed by the bitwise negation of the original byte.
I don't see anywhere for the extra 255 to be interpreted on read,
though.

I'll admit that I have absolutely no idea what this code is supposed
to do. :) Are you maybe trying to handle 2's complement signed values
via an escaping mechanism?  If so, you need to change the bit test to
0x80, and can elide the complement operation entirely.  It's best to
leave signedness determination in the hands of the user code, though.

One other nit is a collection of portability bugs in your type
declarations.  A long value isn't guaranteed to be 32 bits, on an
LP64 platform (64 bit unices, but not Win64) it's a 64 bit quantity.
I also see some locations where you appear to be assuming that an
int is 16 bits, which was true on the PDP-11 and 8086, but nowhere
else; it's not clear if this extra precision will result in real bugs
or not.

Andy

-- 
Andrew J. RossBeyond the OrdinaryPlausibility Productions
Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?



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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett

- Original Message - 
From: Andy Ross [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 11:59 AM
Subject: Re: [Flightgear-devel] Multiplayer -- wire protocol implementation


 John Barrett wrote:
  Here is the patch and source files for the preliminary wire protocol
  implementation -- comments and suggestions welcome

 This sounds fun, so I grabbed it and had a peek.  One bug report in
 messagebuf.cxx, which has some code that I can't figure out:

  void FGMPSMessageBuf::put(unsigned char byte, bool raw)
  {
  if (!raw) {
  if ((byte  0xf0) == 0xf0) {
  buf += 0xff;
  byte = byte ^ 0xff;
  }
  }
  buf += byte;
  }

 If I read this correctly, if raw is false (which is the default
 argument), then values in the range 0-239 are passed normally, while
 values in the range 240-255 cause an extra byte of 255 to be inserted
 in the stream, followed by the bitwise negation of the original byte.
 I don't see anywhere for the extra 255 to be interpreted on read,
 though.

for cooked data, values 0xf0 to 0xff are protocol reserved values and are
escaped by prefixing with 0xff and inverting the data -- you can find the
corresponding decoding in the get method

unsigned char FGMPSMessageBuf::get(bool raw)
{
 if (pos = buf.length())
  throw FGMPSDataException( FGMPSMessageBuf: Read past end of buffer );
 if (raw) return buf[pos++];
 if ((unsigned char)buf[pos] == 0xff) {
  pos++;
  return ((unsigned char)buf[pos++] ^ 0xff);
 }
 return buf[pos++];
}


 I'll admit that I have absolutely no idea what this code is supposed
 to do. :) Are you maybe trying to handle 2's complement signed values
 via an escaping mechanism?  If so, you need to change the bit test to
 0x80, and can elide the complement operation entirely.  It's best to
 leave signedness determination in the hands of the user code, though.


Trying to make the protocol resistant to changes in message structure, and
malformed messages due to transport layer errors (for instance if this
protocol is run over serial lines or modems) -- I thought it desirable that
protocol specific values never appear in the application data and that all
data elements in a message be typed so that malformed messages could be more
easily detected (we used a similar setup over at WorldForge to make the
client/server link more tolerant when the endpoints of a connection had
different application message versions)

 One other nit is a collection of portability bugs in your type
 declarations.  A long value isn't guaranteed to be 32 bits, on an
 LP64 platform (64 bit unices, but not Win64) it's a 64 bit quantity.
 I also see some locations where you appear to be assuming that an
 int is 16 bits, which was true on the PDP-11 and 8086, but nowhere
 else; it's not clear if this extra precision will result in real bugs
 or not.


I know -- I claim fatigue as an excuse - I'm packing to move next week while
I work on this -- I'll dig in and find the portable type declarations and
update the code in the next few days :)



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Re: [Flightgear-devel] Multiplayer -- wire protocol implementation

2003-11-09 Thread John Barrett

- Original Message - 
From: Norman Vine [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 11:58 AM
Subject: RE: [Flightgear-devel] Multiplayer -- wire protocol implementation


 John Barrett writes:
  From: Norman Vine [EMAIL PROTECTED]
 
   PLib/src/net is a 'reasonably' efficient implementation of using
   polling in a multiple connection environment :-)
 
  Guess I have enuf to do the server framework and initial handshake
between
  client and server

 Might want to ask any questions or solicit ideas over on the PLib list as
 this Library has been used before in somewhat similar 'online' gaming apps
:-)


I think between the http network module and the other modules that actually
move a/c data, I've got enough to get the basics in place -- my next
question will be how do I add an a/c instance to the current scene and keep
it updated but I can likely dig that out of the other multiplayer modules


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Re: [Flightgear-devel] Some questions regarding scenery files

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes:
 I wonder if TerraGear does automatic texture scaling based on
 lattitude ...

Yes.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread Curtis L. Olson
John Barrett writes:
 Like to apologize to Curtis for the cvs commits using the cvsguest account
 (though I didnt do the ones to the ATC code -- just the configure.ac,
 src/Makefile.am, src/Main/Makefile.am, and the src/Server directory)

I should apologize too for inadvertantly leaving the cvs tree wide
open like that.  Glad to see that no one was intentionally abusing
this.

 Curtis -- you left the src/Server directory and my code in the
 repository -- could you remove it so I can make correct patch files,
 or set me up with a developers cvs account so I can legitimatly make
 changes ??

I figured your changes would eventually return through proper channels
so I just left that in for now.

 If you want me submitting patches, I will need the correct procedure
 for creating patches. I havent had any luck using cvs diff or
 diff off the command line to get the right output. The directions
 that were posted in the users list didnt work out either.

For my approach to looking at change submissions and adding them to
the source tree, it is most convenient for me to receive whole copies
of any changed files.  Others have different approaches and might
prefer just the diff's.  For submitting diff style patches, I'd
recommend using cvs diff -c to get 'context' style diffs.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes:
 On Friday, 7 November 2003 02:58, David Megginson wrote:
  What release is it?  The 172 changed a release or two ago.
 
 0.9.3 - The one with the nice ready to run Windows installer.
 It's the 172 with the 3D cockpit and nice yellow tints on the wings.  :)
 
 I would run it under Linux except that last time I couldn't maximize the 
 screen without the FPS dropping to 1.

If you are running low on video ram, enlarging the window can kill
your performance (due to needing to reallocate and shuffle ram.)  You
can try starting with the window maximized and see if that works.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Jim Wilson writes:

 Recently I aquired a copy of the latest MSFS. It's the first I've
 bought since MS took it over from SubLogic!  (No I haven't gone
 crazy and joined the other side.  It was USED and very cheap so my
 rational was it would not put money directly into the pockets of the
 microsoft billionaires club :-)).  After spending a two or three
 hours with it my impression is that there are two ways to value eye
 candy...quality and quantity.  The MS has a lot more quantity
 because of all the bodies they threw at it.  We're there, or better,
 with the quality.  For those inteterested in the appearance of the
 scene and the aircraft, all they need to do is go to work and build
 some models.

Yes, FlightGear's engine is pretty flexible and can do a lot of nice
things.  The biggest thing we are lacking now is content
(i.e. aircraft and scenery features) that utilizes all the features
that FlightGear provides.

 BTW I can also say now that I understand now how much of a threat
 the FLY!  series was to the microsoft product.  Too bad it
 failed...but it looks like FlightGear is destined to someday be a
 major influence in the popular arena.

I have no desire to put a bunch of fine MS employees out of work, but
hopefully FlightGear can be a big influence in the field and drive
everyone to do better and better.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread Curtis L. Olson
Norman Vine writes:
 Paul Surgeon writes:
 
  I hope FG doesn't tie textures to every single polygon in the scenery files. 
  (faster rendering because the calculations don't have to be done at render 
  time but larger scenery files because of all the texture co-ords tied to the 
  vertices)
 
 This is exactly what Flightgear does for several reasons but 
 
 Don't let this discourage you because I can't think of any thing
 in the code that would really have to change outside of the terrain
 parser and the low level tile class and these would have to be 
 changed anyway to support any change in the terrain structure.
 
 I am looking forward to seeing another mechanism for a global 
 seamless terrain rendering on a dimpled ellipsoid :-)

Sure, anyone is welcome to build an alternate scenery rendering
subsystem.  There are a zillion different approaches out there each
with it's own strengths and weaknesses.  FlightGear impliments just
one approach right now.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Apologies for the cvs commits

2003-11-09 Thread John Barrett

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]

 I figured your changes would eventually return through proper channels
 so I just left that in for now.

  If you want me submitting patches, I will need the correct procedure
  for creating patches. I havent had any luck using cvs diff or
  diff off the command line to get the right output. The directions
  that were posted in the users list didnt work out either.

 For my approach to looking at change submissions and adding them to
 the source tree, it is most convenient for me to receive whole copies
 of any changed files.  Others have different approaches and might
 prefer just the diff's.  For submitting diff style patches, I'd
 recommend using cvs diff -c to get 'context' style diffs.


Ok -- I'm currently setup to generate a diff on any existing files excluding
my working directory plus my entire working directory (src/Server) in a
tarball -- how do you want it submitted when its ready to go in the source
tree ??



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Re: [Flightgear-devel] Alpha channels in textures

2003-11-09 Thread Curtis L. Olson
Paul Surgeon writes:
 Obviously FG supports alpha channels in textures used for 3D objects like 
 trees but is the same true for ground textures?

Yes, that should be supported.  It's more a function of the texture,
not where/how it is drawn.

 i.e. Can FG do multitexturing (blend two textures together based on
 an alpha channel)?

Currently, plib does not support multi-textureing, so as a result we
do not either.  It's possible to mix in arbitrary opengl code with
plib so multitexturing is possible, but not necessarily clean or easy
(?)

Someone in the past submitted multitexturing patches to plib, but they
were rejected for some unfortunate reason.

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
Jonathan Richards writes:
 What I value about FlightGear is that it attempts to *simulate* the
 real world  
 and aviation in it.  The landscapes and the airports are realistic, the 
 weather is (can be made) realistic, the celestial objects are realistic, the 
 flight dynamics themselves are realistic, and there is superb work done on 
 making the objects (scenery and planes) look good.
 I agree, though, that what is missing is other inhabitants of the simulated 
 planet :)  The biggest mismatch with reality is the absence of other air 
 traffic, or even ground movement, and I know that people have started to 
 address these.  In the real world, though (modulo conflict zones) there is no 
 air combat.  I'd welcome other flyers in the FlightGear VR, but should the 
 primary goal for a first interaction with them be to 'blow them outa the 
 sky'?  The spirit of simulation would rather suggest building in flight 
 planning, ground- and air-traffic control, and generally relieving the 
 loneliness.  If I thought I could do it (and I might...) I'd begin to see if 
 we can have FlightGear generate situation-relevant ATC radio messages by 
 doing text-to-speech translation with Festival.  Even if it only warns me 
 about other traffic that I fail to see (so no change there :¬)
 I don't want you to get the idea that I have some moral objection to simulated 
 violence, I've bought, played and enjoyed many combat sims, and I've rambled 
 enough, so I'll just throw out some questions... where does the real-world 
 information come from to =simulate= classified weapon  and weapon platform 
 performance?  How will combat damage be modelled?  Will the sim assess the 
 location of e.g. cannon shell impacts and adjust the flight model, or put 
 equipment out of commission?
 Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and please 
 not in the core distribution (see Erik's earlier message).

I've just started reading through the multiplayer thread.  Good to see
some action on this front and it sounds like you guys know a lot more
about it, and have a lot more experience with the issues than I do, so
I'll generally just sit back and leave this to the experts.

However, let me point out that some people have a big problem with
even pretending to shoot people.  Personally, I have no problems with
shoot 'em up games as long as you don't play them so much you start
dreaming about it. :-) We should recognize however that many people
feel *very* strongly about this ... strong enough to leave this
project if they sense we are trending towards a pure combat sim.

I would propose that the server be structured so that a purely
civilian/non-combat version could be run.  I don't want it to be
possible for some idiot to come and blow me out of the sky when I'm
practicing ILS approaches in my C172 at my local airport.

When thinking about the design of such things, it would be good to
consider what kind of separation we can keep between the
military/combat features and the rest of the core simulation.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
 I would propose that the server be structured so that a purely
 civilian/non-combat version could be run.  I don't want it to be
 possible for some idiot to come and blow me out of the sky when I'm
 practicing ILS approaches in my C172 at my local airport.

I guess there ought to be an explicit flag the user can set at startup
stating whether or not they want to be seen or not. THe default would be
invisible.

 When thinking about the design of such things, it would be good to
 consider what kind of separation we can keep between the
 military/combat features and the rest of the core simulation.

Are there *analogues* to combat that could be made an enjoyable and
ethically acceptable part of FlightGear such that those who wanted
simulated combat training or historical battle reenactments to be
present could make them be present?

Jon


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]

 I would propose that the server be structured so that a purely
 civilian/non-combat version could be run.  I don't want it to be
 possible for some idiot to come and blow me out of the sky when I'm
 practicing ILS approaches in my C172 at my local airport.

 When thinking about the design of such things, it would be good to
 consider what kind of separation we can keep between the
 military/combat features and the rest of the core simulation.


Would a --no-combat option on the server be acceptable ??

(i.e. someone can pull the trigger, but it wont do anything to the
multiplayer world -- they could still use you for a target, but you would
never see the ordinance)

Jon Berndt wrote:
 I guess there ought to be an explicit flag the user can set at startup
 stating whether or not they want to be seen or not. THe default would be
 invisible.

I disagree -- if they are hooking to a multiplayer server they should be
visible by default, conversely, if they choose to be invisible on a combat
active server, weapons should be disabled, as well as a/c collision
detection (i.e. get a birds eye view of a running battle without actually
being involved) -- this could be handled very easily by setting up a client
connection that sends nothing to the server -- just monitors the active
server traffic -- another option for the peer connection module :)



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Curtis L. Olson
John Barrett writes:
 Would a --no-combat option on the server be acceptable ??
 
 (i.e. someone can pull the trigger, but it wont do anything to the
 multiplayer world -- they could still use you for a target, but you would
 never see the ordinance)

That sounds reasonable.  I would add the additional condition that
people running with --no-combat would not even see people running with
--combat.  I think we should keep the two worlds completely separate.
I suppose if the combat people want to see me, that's ok, but I don't
want to see them.  The idea is that if a few of us are flying around
the pattern following civilian rules, it doesn't make sense to have a
bunch of combat planes looping around and making high speed passes on
us.  That doesn't make sense for the civilian world ... and if we are
doing what we are supposed to be doing, seeing the combat aircraft
using as as target practice could be very disruptive.  Ultimately I
think I would vote for keeping the two worlds entirely separate.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Berndt
 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
 
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but
 you would
  never see the ordinance)

 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.


That's fine, as long as when I start up my instance of FLightGear (on my
Internet attached system) that I am my own self with no Internet connetivity
whatsoever.

Jon


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Jon Berndt [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 4:24 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  John Barrett writes:
   Would a --no-combat option on the server be acceptable ??
  
   (i.e. someone can pull the trigger, but it wont do anything to the
   multiplayer world -- they could still use you for a target, but
  you would
   never see the ordinance)
 
  That sounds reasonable.  I would add the additional condition that
  people running with --no-combat would not even see people running with
  --combat.  I think we should keep the two worlds completely separate.


 That's fine, as long as when I start up my instance of FLightGear (on my
 Internet attached system) that I am my own self with no Internet
connetivity
 whatsoever.


absolutly -- you must --mp-client or --mp-server on the command line -- just
like the other protocols


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Curtis L. Olson [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 4:16 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
 
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but you
would
  never see the ordinance)

 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.
 I suppose if the combat people want to see me, that's ok, but I don't
 want to see them.  The idea is that if a few of us are flying around
 the pattern following civilian rules, it doesn't make sense to have a
 bunch of combat planes looping around and making high speed passes on
 us.  That doesn't make sense for the civilian world ... and if we are
 doing what we are supposed to be doing, seeing the combat aircraft
 using as as target practice could be very disruptive.  Ultimately I
 think I would vote for keeping the two worlds entirely separate.


I'm talking more along the idea that the server operator will choose if the
world is combat or not combat -- rather than trying to do both in the same
world -- once I get the core online and move on to the community webserver,
server config including combat/non-combat status will be displayed so you
can choose the type of world you wish to participate in

and no reason I can think of not to run multiple servers on a single
machine, or multiple machines, some combat, some not, if, as a server
operator, you wish to provide a broad range of environments for flyers

thats getting into the scenario system and setting a startup scenario for
the server -- for instance, starting at a particular airport with only
single engine prop planes allowed for civilian GCA practice, or having
multiple starting airports and full combat for a capture the enemy bases
scenario like Air Warrior (anyone thought of doing a tank sim based on the
FG core code ?? -- both pilotable and AI driven ?? EvilGrin )


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
 John Barrett writes:
  Would a --no-combat option on the server be acceptable ??
  
  (i.e. someone can pull the trigger, but it wont do anything to the
  multiplayer world -- they could still use you for a target, but you 
would
  never see the ordinance)
 
 That sounds reasonable.  I would add the additional condition that
 people running with --no-combat would not even see people running with
 --combat.  I think we should keep the two worlds completely separate.
 I suppose if the combat people want to see me, that's ok, but I don't
 want to see them.  The idea is that if a few of us are flying around
 the pattern following civilian rules, it doesn't make sense to have a
 bunch of combat planes looping around and making high speed passes on
 us.  That doesn't make sense for the civilian world ... and if we are
 doing what we are supposed to be doing, seeing the combat aircraft
 using as as target practice could be very disruptive.  Ultimately I
 think I would vote for keeping the two worlds entirely separate.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   HumanFIRST Program   FlightGear Project
 Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
 Minnesota  http://www.flightgear.org/~curt  http://
www.flightgear.org


Wouldn't it be better to have several instances of the server, running 
either a non-combat environment or a combat environment, but not trying 
to do both at the same time?  Non-combat servers would talk to other 
non-combat servers, and like-wise with the combat servers.

I'd be a bit concerned about problems with, for example, the combat 
environment affecting the non-combat environment, and visa-versa.

LeeE


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Lee Elliott [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 5:05 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
  John Barrett writes:
   Would a --no-combat option on the server be acceptable ??
  
   (i.e. someone can pull the trigger, but it wont do anything to the
   multiplayer world -- they could still use you for a target, but you
 would
   never see the ordinance)
 
  That sounds reasonable.  I would add the additional condition that
  people running with --no-combat would not even see people running with
  --combat.  I think we should keep the two worlds completely separate.
  I suppose if the combat people want to see me, that's ok, but I don't
  want to see them.  The idea is that if a few of us are flying around
  the pattern following civilian rules, it doesn't make sense to have a
  bunch of combat planes looping around and making high speed passes on
  us.  That doesn't make sense for the civilian world ... and if we are
  doing what we are supposed to be doing, seeing the combat aircraft
  using as as target practice could be very disruptive.  Ultimately I
  think I would vote for keeping the two worlds entirely separate.
 
  Regards,
 
  Curt.
  -- 
  Curtis Olson   HumanFIRST Program   FlightGear Project
  Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
  Minnesota  http://www.flightgear.org/~curt  http://
 www.flightgear.org


 Wouldn't it be better to have several instances of the server, running
 either a non-combat environment or a combat environment, but not trying
 to do both at the same time?  Non-combat servers would talk to other
 non-combat servers, and like-wise with the combat servers.

 I'd be a bit concerned about problems with, for example, the combat
 environment affecting the non-combat environment, and visa-versa.


Ohhh we arent even CLOSE to talking about distributed servers yet -- lets
get a single server system online and tested first -- THEN we can talk about
a distributed system that simulates the entire world !! (which I think would
be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, etc)

I'm already thinking about chopping off data updates for a/c that are not
within visual/radar range to keep the message traffic reasonable for sims
covering large terrain in the single server setup -- distributed servers
will need much more than that :) Something along the lines of regional ATC
servers covering large areas, then a server for each airport to handle
approach control and ground traffic

Though actually -- a single master server could handle all the position
updates without that much trouble given the update limiter code and headless
(no opengl display) operation -- offload the airport and regional ATC to
stand alone apps that interface to the master server as clients. (thats
going to take some work on the ATC system to make it interface to the system
like a network peer, even for single user operation, such that you can
startup instances of the ATC code for specific airports and RATC)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

 Though actually -- a single master server could handle all the position
 updates without that much trouble given the update limiter code and headless
 (no opengl display) operation -- offload the airport and regional ATC to
 stand alone apps that interface to the master server as clients. (thats
 going to take some work on the ATC system to make it interface to the system
 like a network peer, even for single user operation, such that you can
 startup instances of the ATC code for specific airports and RATC)

Presumably you could just have a client config which specified the area of
interest, and have the server send out only arcraft within that -
obviously this imposes a higher load on the server though - maybe it'd be
possible to do a very coarse cull on the main server, and output data to
regional machines - if the protocols are consistent throughout then you'd
end up with a scalable system which should (in theory) be able to cope
with an awful lot of aircraft, controllers, etc etc.

As the system expanded then more localised features could be implemented
further down the chain.

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Jon Stockill
On Sun, 9 Nov 2003, John Barrett wrote:

 If each client instance specified I'm only interested in events which
 happen within 20deg of my current position (use a square around current
 lat/lon offset by the range specified, rather than circular) -- should be

Yeah, it's certainly a much faster calculation.

 very fast for the server to do that check before forwarding data to a given
 client

Will clients be able to select relevant data types too? (Obviously you're
gonna want different data for an ATC client and a sim client, although
there will be a certain amount of overlap).

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Jon Stockill [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 6:13 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On Sun, 9 Nov 2003, John Barrett wrote:

  If each client instance specified I'm only interested in events which
  happen within 20deg of my current position (use a square around current
  lat/lon offset by the range specified, rather than circular) -- should
be

 Yeah, it's certainly a much faster calculation.

  very fast for the server to do that check before forwarding data to a
given
  client

 Will clients be able to select relevant data types too? (Obviously you're
 gonna want different data for an ATC client and a sim client, although
 there will be a certain amount of overlap).


Probably not for 1st cut -- but certainly possible


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread David Megginson
Curtis L. Olson writes:

  If you are running low on video ram, enlarging the window can kill
  your performance (due to needing to reallocate and shuffle ram.)  You
  can try starting with the window maximized and see if that works.

There's also a problem with the NVIDIA drivers on some systems, just
generally.  For example, if I start with a very small window (say,
320x240x16) and shrink it by a few pixels, that's it for hardware
rendering -- we're down to a frame every 30 seconds or so; on the
other hand, I can start at 1600x1200x160 and get about 18 fps.  I've
had that problem for a year and a half, ever since I started using a
notebook with a Geforce2Go.

I don't have the problem with other 3D programs like the plib demos,
only with FlightGear.  We must be enabling something that triggers the
driver or hardware bug.


All the best,


David

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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes:
 
 If each client instance specified I'm only interested in events which
 happen within 20deg of my current position (use a square around current
 lat/lon offset by the range specified, rather than circular) -- should be
 very fast for the server to do that check before forwarding data to a given
 client

Please - remember FGFS is not a flat earth system so get rid of the degrees 
and the square degree block concepts, as these are very inefficient and inaccurate 
when operating on a sphere.  

Position is an ECF vector and distance can be degrees of arc if you insist, but 
'chord distance' is a one to one mapping and is *much* quicker to compute.

http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html

Norman

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- Original Message - 
From: Norman Vine [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Sunday, November 09, 2003 6:28 PM
Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 John Barrett writes:
 
  If each client instance specified I'm only interested in events which
  happen within 20deg of my current position (use a square around current
  lat/lon offset by the range specified, rather than circular) -- should
be
  very fast for the server to do that check before forwarding data to a
given
  client

 Please - remember FGFS is not a flat earth system so get rid of the
degrees
 and the square degree block concepts, as these are very inefficient and
inaccurate
 when operating on a sphere.

 Position is an ECF vector and distance can be degrees of arc if you
insist, but
 'chord distance' is a one to one mapping and is *much* quicker to compute.


http://www.flightgear.org/Docs/Scenery/CoordinateSystem/CoordinateSystem.html


whatever works -- if the computation gets too intense, it can always be
handled periodically (every 60-120 seconds perhaps) and keep a list of
entities for which we are interested in their updates -- entity IDs are
going to be 32 bit integers, so we wont be hitting memory all that hard even
with 100s of planes in the air -- or even reverse it -- each entity keeps a
list of entities to which it will send updates -- list updated
periodically -- then we dont have to walk the list of entities looking for
those that are interested


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[Flightgear-devel] fgrun - runtime error

2003-11-09 Thread Richard Hornby



This may be one for Erik ...

I am using FG 0.9.3 CVS version.

I have compiled fltk and fgrun on SuSE8.2 and both 
seemed to go fine.I compiled both with --with-x and --with threads. 
On running fgrun I get the following message in the console 

linux:~ # fgrunX_DestroyWindow: BadWindow (invalid Window 
parameter) 0x2acX_TranslateCoords: BadWindow (invalid Window parameter) 
0x21X_TranslateCoords: BadWindow (invalid Window parameter) 0x21
and a gray (blank) window entitled FlightGear log (this leaves lines behind 
it when dragged).

fgrun then hangs.

This looks like an X-related problem?

Any ideas?

Tks, R



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Lee Elliott
On Sunday 09 November 2003 22:23, John Barrett wrote:
 
 - Original Message - 
 From: Lee Elliott [EMAIL PROTECTED]
 To: FlightGear developers discussions 
[EMAIL PROTECTED]
 Sent: Sunday, November 09, 2003 5:05 PM
 Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status
 
 
  On Sunday 09 November 2003 21:16, Curtis L. Olson wrote:
   John Barrett writes:
Would a --no-combat option on the server be acceptable ??
   
(i.e. someone can pull the trigger, but it wont do anything to the
multiplayer world -- they could still use you for a target, but 
you
  would
never see the ordinance)
  
   That sounds reasonable.  I would add the additional condition that
   people running with --no-combat would not even see people running 
with
   --combat.  I think we should keep the two worlds completely 
separate.
   I suppose if the combat people want to see me, that's ok, but I 
don't
   want to see them.  The idea is that if a few of us are flying around
   the pattern following civilian rules, it doesn't make sense to have 
a
   bunch of combat planes looping around and making high speed passes 
on
   us.  That doesn't make sense for the civilian world ... and if we 
are
   doing what we are supposed to be doing, seeing the combat aircraft
   using as as target practice could be very disruptive.  Ultimately I
   think I would vote for keeping the two worlds entirely separate.
  
   Regards,
  
   Curt.
   -- 
   Curtis Olson   HumanFIRST Program   FlightGear Project
   Twin Citiescurt 'at' me.umn.edu curt 'at' 
flightgear.org
   Minnesota  http://www.flightgear.org/~curt  http://
  www.flightgear.org
 
 
  Wouldn't it be better to have several instances of the server, running
  either a non-combat environment or a combat environment, but not 
trying
  to do both at the same time?  Non-combat servers would talk to other
  non-combat servers, and like-wise with the combat servers.
 
  I'd be a bit concerned about problems with, for example, the combat
  environment affecting the non-combat environment, and visa-versa.
 
 
 Ohhh we arent even CLOSE to talking about distributed servers yet -- 
lets
 get a single server system online and tested first -- THEN we can talk 
about
 a distributed system that simulates the entire world !! (which I think 
would
 be ultimatly kewl -- non-combat, recent a/c, simulated ATC and RATC, 
etc)
 
 I'm already thinking about chopping off data updates for a/c that are 
not
 within visual/radar range to keep the message traffic reasonable for 
sims
 covering large terrain in the single server setup -- distributed servers
 will need much more than that :) Something along the lines of regional 
ATC
 servers covering large areas, then a server for each airport to handle
 approach control and ground traffic
 
 Though actually -- a single master server could handle all the position
 updates without that much trouble given the update limiter code and 
headless
 (no opengl display) operation -- offload the airport and regional ATC to
 stand alone apps that interface to the master server as clients. (thats
 going to take some work on the ATC system to make it interface to the 
system
 like a network peer, even for single user operation, such that you can
 startup instances of the ATC code for specific airports and RATC)
 

I read your later post after I'd sent that:)  I agree that the server 
operator choosing the type of world is a good idea.

However, there's potential for quite a wide range of realistic scenarios 
including elements of both non-combat and combat features.

For example, air/sea rescue missions (and their code infrastructure) would 
be appropriate in most multiplayer scenarios, both non-combat and combat 
- if you were flying ga into/out of, or in the vicinity of an airfield 
that hosted air/sea rescue services in a non-combat world it would be 
realstic for those operations to occur at the same time and even 
interfere with normal flying in that world, according to the appriopriate 
procedures.

Hmm... perhaps the person who was thinking about puting some life on the 
ground might like to try shipping first as it might be easier than trying 
to follow roads;)

Similarly, and bearing in mind that some work has been done on simulating 
failures, it could be possible for an a/c to declare an emergency, say an 
engine fire on a multiple, that disrupts all the other folk in the 
curcuit.

Realistically, civil airliners have also been shot down, but I can't see 
anyone really wanting to try that scenario as it's a bit pointless, or 
seems so to me.

LeeE


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett

- Original Message - 
From: Lee Elliott [EMAIL PROTECTED]

 I read your later post after I'd sent that:)  I agree that the server
 operator choosing the type of world is a good idea.

 However, there's potential for quite a wide range of realistic scenarios
 including elements of both non-combat and combat features.

As I see it -- the client and server should both be capable of the full
range of activities, the only question is then do weapons work or not ??.
Practicing aircraft carrier landings does not require weapons :)


 For example, air/sea rescue missions (and their code infrastructure) would
 be appropriate in most multiplayer scenarios, both non-combat and combat
 - if you were flying ga into/out of, or in the vicinity of an airfield
 that hosted air/sea rescue services in a non-combat world it would be
 realstic for those operations to occur at the same time and even
 interfere with normal flying in that world, according to the appriopriate
 procedures.

That applies to most everything one might do with FG except weapons code,
and I consider the weapons code to be a small burden to non-combat users in
terms of increased executable size and additional airplane information that
wont get used in their scenarios -- the combat system doesnt need to be
intrusive, but it needs to be there :) And except for specific items such as
missiles and cannons, many parts of the combat system are useful for
non-combat scenarios -- flying with drop tanks, changes in FDM based on
changes in load -- crop dusting :)


 Hmm... perhaps the person who was thinking about puting some life on the
 ground might like to try shipping first as it might be easier than trying
 to follow roads;)

Keep going -- lotsa other things that can be added :)
One issue is consistency of display -- I would say making ship/vehicle
positions determinstic based on time, so that all clients can use the server
clock as a reference for controlling motion, and all the clients on a given
server will see vehicles of this type at the same locations and with the
same motions.


 Similarly, and bearing in mind that some work has been done on simulating
 failures, it could be possible for an a/c to declare an emergency, say an
 engine fire on a multiple, that disrupts all the other folk in the
 curcuit.

Be interesting to see how AI ATC code could be setup to deal with that :)


 Realistically, civil airliners have also been shot down, but I can't see
 anyone really wanting to try that scenario as it's a bit pointless, or
 seems so to me.


No 9/11 here please !!! Someone may want to do scenarios like that, its
certainly possible, but not something I'm personally interested in.



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RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Norman Vine
John Barrett writes: 
 
 Norman Vine writes
 
  Please - remember FGFS is not a flat earth system
 
 whatever works -- if the computation gets too intense, it can always be
 handled periodically (every 60-120 seconds perhaps) and keep a list of
 entities for which we are interested in their updates -- entity IDs are
 going to be 32 bit integers, so we wont be hitting memory all that hard even
 with 100s of planes in the air -- or even reverse it -- each entity keeps a
 list of entities to which it will send updates -- list updated
 periodically -- then we dont have to walk the list of entities looking for
 those that are interested

Or perhaps use an appropriate global tesselation that just happens to
make finding all entities within some distance trivial by just checking
those buckets that are within the distance criteria. Then by just keeping
track of which bucket all entities are in the operation is just a trivial check 
of the pertinent buckets lists :-)

This mechanism would be useful for *many* related lookups and is
an elegant solution to the spherical distance query.  it just happens
to be similar to what is used in several actively pursued star search
projects which have the exact same *heavily* researched problem 
albeit an inverted manifestation 

AFAIK all such tesselations are built from either (1) spherical triangular 
facets or (2) their mathematical dual the corresponding spherical 'dirchlet' 
or 'vornoi' tesselation.  There are several papers desribing these and
other global grids at the link I posted recently in the 
 Re: [Flightgear-devel] Some thoughts and ideas (LONG) thread

trying-to-practice-what-Columbus-proved'ly yr's

Norman


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[Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread Michael Matkovic
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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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-09 Thread John Barrett
- 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 ??



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