----- 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 ?? _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel