McCreanor, Duncan writes: > When we were developing the Multiplayer code, we tested a crude but > simple replay mechanism. > > Using tcpdump we captured the multiplayer broadcast packets to a file. > We then used a simple program that read the captured data (used libpcap) > and put the packets back on the network as if Flightgear had generated > them. > > Multiple different flights were recorded with each flight having a > different callsign. We then replayed the data files in parallel to > multiple instances of Flightgear on separate computers. The effect was > to see multiple aircraft flying around a control tower view. Each > Flightgear instance was set show a different 45 degree view from the > tower. We had four computers set to provide a 180 degree view of the > airport. > > The update rate of the recorded aircraft was controlled by the rate of > multiplayer output and input used for recording and playback.
Yes, this is an interesting alternate approach to doing an instant replay sort of feature. I can think of a couple other ways to do instant replay as well. I guess this is in the grand tradition of computerdom ... having 101 ways to accomplish the same thing. :-) <OT> Unfortunately, in today's world, this sort of flexibility often goes the same way as command line options and command terminals. Too often we get one way to do something via a gui, or if the program authors didn't consider what you want to do, you get no way to do it. That's the price of progress I guess. When people talk about being progressive, I always wonder what they are progressing towards. :-) </OT> Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities curt 'at' me.umn.edu curt 'at' flightgear.org Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
