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 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)
- ! Every few seconds check for the airbrake, gears, flaps state, in case the immediate packet was lost.


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!).


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