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

2003-11-11 Thread Erik Hofman
Gene Buckle wrote: Well I feel like a total idiot right now. Everything I'm thinking about that needs to be done has already had the core done. *slaps forehead* The entire groundwork has been laid by the contents of the src/Network directory. The work done for OpenGC stands as a great example

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

2003-11-11 Thread Gene Buckle
Well I feel like a total idiot right now. Everything I'm thinking about that needs to be done has already had the core done. *slaps forehead* The entire groundwork has been laid by the contents of the src/Network directory. The work done for OpenGC stands as a great example of building

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

2003-11-11 Thread Ima Sudonim
OK, while I'm an avowed lurker, I find that this thread has even more possibilities While I certainly want realistic flight performance of A/C to be the priority (I hope to learn to fly a real plane someday -- probably in my next life 8-( -- and I'd love it if my FG experience could translate

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

2003-11-11 Thread David Culp
On Tuesday 11 November 2003 09:46 am, Ima Sudonim wrote: OK, while I'm an avowed lurker, I find that this thread has even more possibilities Wow, is Sudonim our first troll, or have there been others? Dave ___ Flightgear-devel mailing list [EMAIL

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

2003-11-10 Thread Erik Hofman
John Barrett wrote: 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

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

2003-11-10 Thread Erik Hofman
John Barrett wrote: 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

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

2003-11-10 Thread Martin Spott
John Barrett [EMAIL PROTECTED] wrote: What this gets us: [...] 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 [...] I'd like

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

2003-11-10 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said: 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.

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

2003-11-10 Thread John Barrett
- Original Message - From: Erik Hofman [EMAIL PROTECTED] I'm not sure I like the idea of FlightGear set up as a server. This will however keeps the code between the server and the client as close as possible. I felt there were too many instances where the current simulation code

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

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said: it offensive to even have source code included that discusses in weapon terms, To me this is absurd to the extreme. To you maybe. This may not be the proper forum for you to be asserting judgements like that anyway (see alt.politics.*) :-D And in case

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

2003-11-10 Thread Gene Buckle
it offensive to even have source code included that discusses in weapon terms, To me this is absurd to the extreme. To you maybe. This may not be the proper forum for you to be asserting judgements like that anyway (see alt.politics.*) :-D ...with cross-posts to

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

2003-11-10 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Monday, November 10, 2003 2:14 PM Subject: RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status it offensive to even have source code included

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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 21:14, Gene Buckle wrote: BTW, I know a group of virtual F-16 drivers that would practically wet themselves over software they could use to drive their cockpits with. :) Falcon 4.0 doesn't go far enough with their data exports. I like the idea of FlightGear being

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

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes: I guess my problem is that I'm totally unable to understand why someone would object to just the _presense_ of munitions code even being present. It completely baffles me. Even as I sit here pondering the why, all I can come up with is pejorative commentary and that's

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

2003-11-10 Thread Norman Vine
Gene Buckle writes: I read the whole post. Really! :) Hey Gene since I am the one who initially brought up the issue I guess you are the one responsible for my ears burning :-) However note I never objected to the presence of munitions in FlightGear.

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

2003-11-10 Thread Gene Buckle
On Monday, 10 November 2003 21:14, Gene Buckle wrote: BTW, I know a group of virtual F-16 drivers that would practically wet themselves over software they could use to drive their cockpits with. :) Falcon 4.0 doesn't go far enough with their data exports. I like the idea of FlightGear

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

2003-11-10 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Monday, November 10, 2003 3:40 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status On Monday, 10 November 2003 21:14, Gene Buckle wrote

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

2003-11-10 Thread Gene Buckle
Hey Gene since I am the one who initially brought up the issue I guess you are the one responsible for my ears burning :-) Wasn't me. I'd chase down the guy with the matches. :) What I *was* objecting to and *will* continue to object to is a 'primary goal' of 'blow them out of the sky'

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

2003-11-10 Thread Gene Buckle
I think a dynamic shared library system that lets an a/c load up a module of its particular code when it is loaded needs to be added to the system -- be a nice place to stick information unique to that plane that is dynamic in nature -- can handle specialized panel displays, hud, etc In

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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 22:40, Gene Buckle wrote: Anyone know of a good C++ tutorial? :) Something tells me I'm gonna need it. *g* Not sure if you're just kidding or serious ... There's plenty of free C++ info online but here are a couple of free books : Bruce Eckel's Thinking in C++, 2nd

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

2003-11-10 Thread Gene Buckle
Anyone know of a good C++ tutorial? :) Something tells me I'm gonna need it. *g* Not sure if you're just kidding or serious ... There's plenty of free C++ info online but here are a couple of free books : Thanks Paul. I pay my mortage with Delphi, VB Pick. My C/C++ skills are just

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

2003-11-10 Thread Curtis L. Olson
Gene Buckle writes: Anyone know of a good C++ tutorial? :) Something tells me I'm gonna need it. *g* Not sure if you're just kidding or serious ... There's plenty of free C++ info online but here are a couple of free books : Thanks Paul. I pay my mortage with Delphi, VB Pick. My

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

2003-11-10 Thread Paul Surgeon
On Monday, 10 November 2003 23:40, Gene Buckle wrote: Thanks Paul. I pay my mortage with Delphi, VB Pick. My C/C++ skills are just enough to be able to identify it on sight and begin running the other way. :) I also come from a Delphi background but find the switch very easy. Both support

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

2003-11-10 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Monday, November 10, 2003 4:29 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status I think a dynamic shared library system that lets an a/c

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

2003-11-10 Thread Gene Buckle
Thanks Paul. I pay my mortage with Delphi, VB Pick. My C/C++ skills are just enough to be able to identify it on sight and begin running the other way. :) Sounds like you need a varient of the following t-shirt (credit to Mark Barry.)

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

2003-11-10 Thread Gene Buckle
I also come from a Delphi background but find the switch very easy. Great! I'll help you write the server in Delphi. We can cross compile with FPC. *laughs* Why does C++ scare you? Well scare is probably too strong a word. :) I'm just unfamiliar with it. I can follow C ok, but the object

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

2003-11-10 Thread Gene Buckle
a nice place to stick information unique to that plane that is dynamic in nature -- can handle specialized panel displays, hud, etc In that case, some kind of framework should be built so that the plug-in could run on a seperate machine if needed. um ?? for code/data local to

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

2003-11-10 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Monday, November 10, 2003 5:37 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status a nice place to stick information unique to that plane

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

2003-11-10 Thread Gene Buckle
um ?? for code/data local to an a/c instance ?? remoting that would slow down the response time to realtime events For virtual cockpits, you're correct. however, when you're working with a physical cockpit, you need to have your displays on separate physical hardware. If the

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

2003-11-10 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Monday, November 10, 2003 6:19 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status um ?? for code/data local to an a/c instance ?? remoting

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

2003-11-10 Thread Gene Buckle
I'm just getting back into rooting around in the code and I don't yet have a solid grasp on all the parts. AFAIK, the only native support for an external module is OpenGC from what I've seen so far. I was referring the creation of a universal method of obtaining data from the sim via

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

2003-11-10 Thread Jim Wilson
Gene Buckle [EMAIL PROTECTED] said: And in case someone didn't read my earlier post, I do not hold this opinion myself, but I do think that a topical RFC should be posted before any war related code is committed, even with a configuration flag. This _is_ a hot button whether anyone

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

2003-11-10 Thread Andy Ross
Gene Buckle wrote: Paul Surgeon wrote: Why does C++ scare you? Well scare is probably too strong a word. :) I'm just unfamiliar with it. I can follow C ok, but the object references tangle me for some odd reason. If C++ doesn't scare you, you have no business using it. Sorry, but that

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

2003-11-10 Thread Major A
If C++ doesn't scare you, you have no business using it. Sorry, but that was just too open. I had to take the shot. But seriously, there's more truth in that statement than a sarcastic retort like it deserves. The time to run screaming from a project is the moment the architect declares

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

2003-11-10 Thread Gene Buckle
If you start a project and need OO features, either do it properly (in Python or Objective-C), or do it the hard way with GLib/GObject. Naw, Object Pascal is my first love. :) I'd better shut up on the mailing list of a giant project written in C++... I still admire you folks for getting it

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[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

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

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

2003-11-06 Thread Norman Vine
John Barrett writes: primary goal: blow them outa the sky !! FWIW Historicaly FlightGear has resisted being a Military SIM. actually resisted is not a strong enough word I realize project goals evolve but . IMO this is an admirable feature Norman

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

2003-11-06 Thread David Luff
On 11/6/03 at 1:36 AM John Barrett wrote: 3. Initial Radio Message set definition a. Tower ATC messages b. Regional ATC messages c. Ground Traffic Control There is current ongoing progress in this area within FlightGear. I haven't quite got my head round what the multiplayer server

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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 9:10 am, Norman Vine wrote: John Barrett writes: primary goal: blow them outa the sky !! FWIW Historicaly FlightGear has resisted being a Military SIM. actually resisted is not a strong enough word What I value about FlightGear is that it attempts to *simulate* the

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

2003-11-06 Thread David Luff
On 11/6/03 at 11:32 AM Jonathan Richards wrote: 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

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

2003-11-06 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote: FWIW Historicaly FlightGear has resisted being a Military SIM. actually resisted is not a strong enough word I realize project goals evolve but . IMO this is an admirable feature I second that, Martin. -- Unix _IS_ user friendly - it's

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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 1:05 pm, David Luff wrote: The very very latest CVS (not the 0.9.3 release) can generate some situation-relevant messages from the tower to the user - if you'd like to participate in the ATC development then just shout, there's plenty to do! David - I was so enthused

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

2003-11-06 Thread John Barrett
- Original Message - From: David Luff [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Thursday, November 06, 2003 5:51 AM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status On 11/6/03 at 1:36 AM John Barrett wrote: 3. Initial

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

2003-11-06 Thread John Barrett
- Original Message - From: Jonathan Richards [EMAIL PROTECTED] 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

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

2003-11-06 Thread Jon Stockill
On Thu, 6 Nov 2003, John Barrett wrote: Seriously -- I'm more interested in WWII dogfight style combat -- guns/wing cannon, and dropped bombs only :) So we are really talking minimal changes for that type of combat. Plus it'd allow modelling of other interesting things - how about being able

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

2003-11-06 Thread Gene Buckle
Plus it'd allow modelling of other interesting things - how about being able to practice your fire fighting skills? (actually, a horrible thought just occurred to me - imagine trying to model a helicopter with a water tank swinging about under it :-) That would be pretty cool. Just imagine

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

2003-11-06 Thread David Luff
Jonathan Richards writes: On Thursday 06 Nov 2003 1:05 pm, David Luff wrote: The very very latest CVS (not the 0.9.3 release) can generate some situation-relevant messages from the tower to the user - if you'd like to participate in the ATC development then just shout, there's plenty to

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

2003-11-06 Thread John Barrett
- Original Message - From: Gene Buckle [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Thursday, November 06, 2003 1:08 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status Plus it'd allow modelling of other interesting things

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

2003-11-06 Thread Gene Buckle
That would be pretty cool. Just imagine the fun you could have with a 747 water bomber. :) Something needs to be done about the terrain though - it's too clean. g. Call that phase 4: Extending terrain data for low level and ground level sim Take a peek here for some great

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

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 8:13 pm, David Luff wrote: Jonathan Richards writes: I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if I could understand how it all fits together, but rapidly got lost in the detail. Have you got a paragraph or two to hand which describes

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

2003-11-05 Thread John Barrett
We have covered a LOT of territory the last couple of days, so I think we are due for a summary to date: Phase 1 1. Server implementation to be integrated with the current FG code a. --fgspeer= protocol module with HUD updates b. --fgsserv= protocol module and basic reflector server