----- Original Message ----- From: "Gene Buckle" <[EMAIL PROTECTED]> To: "FlightGear developers discussions" <[EMAIL PROTECTED]> Sent: Wednesday, November 12, 2003 10:48 AM Subject: Re: [Flightgear-devel] [Multiplayer] Oh where Oh where .......
> > (if its just the one plane, once I get it to fly multiplayer, my focus will > > be to add multiple/AI plane support to the code, so comments towards > > achieving that goal will be welcome also) > > > > I think it would make sense to have the server handle any non-human > controlled vehicles. It would keep the load off the client which already > has its hands full doing a full systems simulation as well as doing > graphics work. > What I'm driving at here is having a headless client that does multiple fdm/autopilot sims on behalf of a server which may itself be handling several planes in addition to the net connections -- no graphics at all -- though a side effect will be to have a user controled plane + one or more AI planes -- it may not get used that way -- but someone might what I'm asking is "everything looks like it works through globals rather than discrete instances of aircraft+fdm+autopilot -- am I looking at a serious architectural change to get multiple independent ac+fdm+ap simulated concurrently ??" wether or not the discrete aircraft code gets used in a single user, or server only environment isnt relevant :) how much work am I looking at to make it happen :) _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel