Robicd wrote:
> Anyway, I think the best way is to develop a new set of world elements
> description. The roads, the terrain boundaries, the terrain textures
> need a very deep restyling in order to attract users around the world. I
> am shure that just like Airplane's 3d models, the terrain simulation
> should involve users around the world, and they need a good and easy
> approach in doing that in order to be effective.
Well, you know, the participant(s) of the process that leads us to this
achievement _is_ aware of this fact, you won't make him work harder on
that topic by simply rephrasing what's already been said ;-))
The main bottleneck is the lack of manpower. Frederic is almost the
single maintainger of FGSD. He does the design logic, the
implementation, bug fixing, everything. I bet you'll get a better FGSD
sooner if you let him share the work that's to be done. For example try
to think of what sort of graphic primitives are actually necessary to
describe a realistic terrain layout, think of the pros and cons of
every one of these primitives, which attributes we need to store for
such a primitive and so on.
Probably try to create sort of a sample implementation of such a
primitive.
Cheers,
Martin.
P.S.: X-posted to the fgsd-devel list.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
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