----- Original Message ----- 
From: "John Barrett" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 12, 2003 8:50 AM
Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......


> ----- Original Message ----- 
> From: "Erik Hofman" <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
> Sent: Wednesday, November 12, 2003 4:22 AM
> Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......
>
>
> > Erik Hofman wrote:
> > > John Barrett wrote:
> > >
> > >> I'm pretty much done with the client/server startup handshake -- 
ready
> > >> to do
> > >> the code at the peer to register active aircraft with the server
> > >> (active =
> > >> aircraft for which this FG peer is responsible for FDM calcs, the
> > >> protocol
> > >> supports the idea of multiple aircraft sharing a single server
> connection
> > >> for FG instances that are primarily handling a number of AI planes on
> > >> behalf
> > >> of a multiplayer scenario)
> > >>
> > >> In the current code -- there is just the single airplane being
> > >> simulated on
> > >> the display ?? or where could I find a list/array of a/c that are
being
> > >> managed so I can register each plane with the server and have the
> server
> > >> relay updates for all of them ??
> > >
> > >
> > > For the MultiPlayer module this is handled in the MPPlayer class
located
> > > in FlightGear/src/MultiPlayer/mplayer.[ch]xx
> >
> > It just occurs to me, you want simulated aircraft (with each have it's
> > own FDM) instead of updating the portion every frame don't you?
> >
> > I thank that needs a bit more thought. Most FDM's are just too heavy for
> > having a lot of them work together. I think we need a NULL FDM with
> > autopilot support for that.
> >
>
> right -- I'll be stealing some code out of the src/Multiplayer re:
handling
> displaying remote aircraft -- just worried about multiple a/c w/fdm
running
> locally :)
>
> You'll recall I mentioned the --headless option. Doing multiple FDM would
be
> much more reasonable if there were no OpenGL display at all -- still -- 
for
> single player or small groups -- a fast machine should be able to handle
the
> display and say 2-4 AI planes (or at least I would hope that could be
> achieved)
>
> In any case -- that simplifies and complicates things a bit -- but at
least
> I know what to do next :)
>
> when you say "null fdm + autopilot" -- it doenst appear the null FDM is a
> plane at all - wouldnt it make more sense to use the full FDM code with
> scripting to drive the existing autopilot code ?? i.e. script sets desired
> altitude, heading, speed, limits on pitch yaw roll rate of descent, etc
> allowed during manuevers, updates the desired settings in realtime based
on
> positions of other planes and/or radio message traffic -- autopilot caries
> out those instructions -- isolates the AI from the actual complexities of
> controlling the aircraft
>

I was just poking through the code and want to confirm something -- 
everything appears to be working off of globals ?? there isnt an airplane
object that coordinates all the fdm/opengl/autopilot functionality that can
be instanced at need, and multiple instances created if neccessary ??


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