Ampere K. Hardraade wrote:
<>[...]As to /surface-positions, the properties inside this node can
allow one to see
<>the animations of others correctly.
Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property tree (ie the user property tree) so we need a way to
change some properties
during the rendering of a MP aircraft. Perhaps can we do this with a
temporary aliasing in the tree
so that some branches point to the MP aircraft ?
To make this even more flexible, one can include a XML file under each
aircraft's folder to specify what nodes/properties should be exchanged during
Good idea, with that we can handle all special cases.
To cut down the amount of data being sent/received, a client only have to
broadcast the above nodes once, and resend individual properties when needed.
There is also some data/properties that can be guessed depending on the
We can do a good guess of the different surface position for some
We can draw a smooth gear up/down animation without knowing the real
/gear/gear/position-norm for example, and if we were using this value
it would be
impossible to have a smooth animation because of the latency of the network.
Of course in a client server configuration there is also optimisation to
be done based on
distance. No need to send any other data then position.velocity if the
other MP aircraft
is just a point on screen or on the radar, and no need to send any data
at all if it is
1000 miles away.
In the future we could also consider to have one server handling all AI
objects for the clients
to have a coherent environment. Imagine that you are training landing on
the Nimitz with
your friends but the ship is at a different position on each client.
This would be very weird.
Flightgear-devel mailing list