Geoff Reidy writes:
> 
> Norman Vine wrote:
> > For those that want to fly under the bridges
> > 
> > /// scenery.cxx
> > 
> 
> Hey I like it, once I figured out the change only involves uncommenting 
> a line in tilemgr.cxx.
> Only catch is I can't fly between buildings anymore.
> Or have I missed something?

May be your wingspan ?? < just kidding :-) >

Actually I did manage to fly between the buildings in downtown
San Francisco at least once and did manage to crash when 
trying to fly thru one.  To be honest I haven't kept up with all
the recent scenery addins WRT how they are spliced into the 
scenery, and this will make a *big* difference in how the HOT 
mechanism works.  It's a little tricky but should be understandable 
to anyone taking the time to trace through the logic < hitlist.cxx>

What this patch does is to determine the HOT starting at the
current tiles branch node instead of the 'root' scenery node,
and won't look at other  nodes *if* a terrain intersection is found,
whereas the 'official' method starts at the 'root' and considers
all intersections with all objects in the tree

When and if true Collision detection is implemented a similar
mechanism can be used for 'collision' with objects that are not in
the Terrain branch and I think that then one could taxi ontop of the 
bridge.  Implemeting something like this is certainly doable but
I don't currently have the time or the itch and would require a
fair *bit* of work as some 'core' code would have tobe restructured

If anyone is interested in pursuing this further I would suggest
they start by studying the hitlist code and not atttempting a 
rewrite until they can substiute an alternative algorithm  
< the current one is not the only one FGFS has used >
as this is 'touchy code' to say the least, and this kind of 
experimenting should 'expose' the 'issues' well

Note I spent a *lot* of time tuning the hitlist code and am
very interested in any alternative methods that anyone comes
up with. also note that HOT is a required 'core' feature that
has consequence through out the entire SIM so it is worth
getting 'right', and IMO we are only about 98% there

Cheers

Norman


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