Hi Guys,

First I must say I have not read the past FG-dev discussion on this ... 
if someone can point me to a thread title name or date range I will 
catch up.  The 850 apt.dat format came out of about 3 years of banging 
our head on the problem inside LR, but I suspect that the things we've 
struggled with are similar to some of the approaches described here.

To try to answer some questions:

X-Plane has ended up more and more using a 'compiler' approach to our 
scenery, where we view the process of making scenery as a series of 
transformations on data.  The final transformation is into some kind of 
"distribution" format, the assembly code of our scenery, where the 
format is meant to be fast to read, compact, and things the sim doesn't 
care about but tools do have been thrown out.  Overall this has worked 
well for us, and I think is appearing a bit in apt.dat 850.

In particular, really the apt.dat 850 taxiway layouts should be thought 
of as a planar map of bezier curves, but X-plane doesn't care, so 850 
apt.dat is more of a derivative product of which a planar map is one of 
multiple possible sources.  A topological network that has been 
'extruded' into a taxiway set could also be the source.  One of the 
advantages of a compiler approach is that different tools can create 
simcompatible layout without accepting the same abstractions.

With that in mind, apt.dat 850 is low level...if you guys can get an SVG 
editor to output the kind of format you need, then that's great ! I just 
recommend that you consider the process a transform and not insist that 
the intermediate and final formats be the same...the design needs of the 
sim and the editing tools may be very different.

(I should also say, for us they are different because X-plane is a 
commercial sim, so it's possible that FG can use the editing format as 
the distribution format where other sims can't.  But I think having the 
two decoupled is useful for backward compatibility, if this is a goal.)

ATC and Logical Layout: apt.dat 850 is a total punt - it makes no 
attempt to provide logical layout, machine-ready analysis of the layout, 
or things an ATC or AI implementation would need.  This came out of 
pragmatism...we couldn't find a format that enforced these high level 
constructs, was still expressive enough to do all of the special-case 
things that authors would want to model real life, and would still be 
practical to implement.

Based on the "compiler" model, a logical layout could be compiled into 
an apt.dat layout, but an apt.dat 850 layout might not be decompilable. 
  Our assumption was that given higher level layouts, we would 
separately compile ATC/AI data if/when we need it.

I see comments that something is better than nothing and also that this 
isn't a step in the right long-term direction.  I will only say: right 
now we have _no_ higher level metadata defined in layouts and frankly 
the way that even the outline of the layout is expressed is a bit 
kludgy.  So to me going to bezier curves is a step away from the wrong 
direction, even if it isn't a step in the right direction.  (Did that 
make any sense?)  I guess what I'm trying to say is: I wouldn't suggest 
sticking with overlapping quads because bezier curves don't have logical 
layout.  If you can make a logical layout system work, then that's 
great, but at LR we saw that as out of our current scope.

Border Lights: two thoughts...the apt.dat 850 spec specifically defines 
layouts as made entirely of old or new records...one of the things this 
implies is that FG or X-plane or any sim only has to generate 'clipped' 
taxiway lights for an old layout.  That code can be skipped for a new 
layout, where all lights are explicitly placed.

The problem of inset/non-inset lights is a tricky one...we're still 
going up and back on how much of these kinds of effects should be 
automatic vs explicit.  For example, it seemed logical that x-plane 
would choose inset vs non-inset approach lights by looking at the 
presence of crossing taxiways, displaced threshholds, etc.  On the other 
hand, we didn't think we could change a taxi line to have/not-have a 
black stripe based on the underlying terrain pavement.

So I'm not sure what's best here...basically anything that could have a 
logical ruling but is considered too much of a PITA for the sim ends up 
pushed off to the tools...for our current code base the tools do a lot 
of work to make scenery pre-digestible and by choosing a similar 
strategy for airports we risk the same thing happening.  But then it's 
all code that has to get written, whether it's in a tool or the sim's 
code base.

In the end of the day I suppose it's a question of whether inset taxi 
lights are fundamentally different from non-inset ones or whether they 
represent two variations of the same concept.

*Cheers*
Ben


-- 
Scenery Home Page: http://scenery.x-plane.com/
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