On Tue, 05 Aug 2003 23:46:54 +0200, Matevz Jekovec <[EMAIL PROTECTED]> wrote in message <[EMAIL PROTECTED]>:
> > > I've thought in terms of a server that could manage a high volume of > > aircraft. It would send back the locations of only the > > closest/visible aircraft and not the entire set. > > We had a so called bubble surrounding the aircraft in Falcon. And we ..does this Falcon multigamer server look or work any like the Russian free gameserver (http://wbfree.net/) for Warbird? I tried to mail the Russians regarding it and and FG, but I wound up with the feeling they thought I work for somebody like IEN or BSA, I got _no_ response. > had 2 types of units: aggregated and deaggregated. Ones were fully > simulated (e.g. SAM model turning towards the enemy and calculating > its launch) and the others were just a data, approximately affecting > on its surrounding (e.g. all 4 aircrafts in one flight were presented > as 1 unit (actually a flight) and not seperated all 4 units if they > were 200 miles far from you). Around your aircraft, you always saw the > units in their perfect condition (best LOD, maximum physics, most > intelligent AI and therefore eating most CPU). For multiplayer, we > also had bubbles, but set by the server. These bubbles were > surrounding all of the human clients and had the most fresh and > precise data on the models. I think these kind of ideas should be > useful here as well. > > > It would also be nice to do something DIS-ish where you send > > position/orientation as well as velocities and accelerations. This > > way both the server and client can estimate the path of an aircraft > > (using the same algorithm and same input data) without sending > > further data ... until the server determines that the actual > > aircraft path has diverged far enough from the mutually estimated > > path. Then the server would send new data and repeat. > > Yes, that is true. We should at least send the speed of the aircraft > beside the coordinates themselves. This is very useful for close > formation flying. > > > For normal civilian flying this could result in a very large > > bandwidth savings. For dog fighting it probably wouldn't help much. > > Not necesseraly. I think we should include ONLY speed, without > acceleration. IMO, one packet of human client should consist of: (the > number of exclamations is the priority) > - !!! 3 integers for location (X,Y,Z absolute world/scenery > coordinates) > - !!! 3 integers making up a vector of turn and speed (the direction > is the turn of the aircraft (heading and pitch), the length is the > speed) > - !!! Players weapon data (when implemented missles and bombs someday, > with again at least 6 integers for each object) > - !!! Immediate action for airbrake, gears, flaps etc. (when you'd > lower the gears, this data will be immediately send to the server) ..we don't need this for every package, only on firing/launching/releasing etc. > - ! Every few seconds check for the airbrake, gears, flaps state, in > case the immediate packet was lost. ..doh! Agreed! ;-) > > If we had multiple servers covering multiple areas, it might be > > interesting to have a way to hand aicraft off from one server to > > another ... although that might be overkill for a first pass at > > this. > > > > A massive multiplayer server would be a cool thing to have ... I > > would say let's start simple and get the airplanes flying together > > ... then we can worry about weather and other things later. > > > > Also soemthing like "speak freely" would be really slick to > > investigate for doing simulated radio communications with live > > audio. > > > The in-game voice comms are useful. But do we really need a seperated > speech engine? What if we use TeamSpeak and just make some rules the > speech server should be set (TS server is very useful IMO and you can > taught him a lot!). ..you know him? Reel him in! ;-) (And you _can_ mail me if you want a preventive chew out in case you don't know him. ;-) ) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
