Mathias Fröhlich

> 
> Hi Curt,
> 
> On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
> > I was hoping for a reasonably simple solution without needing new
> external
> > software development, but the idea of leveraging the multiplayer
> protocol
> > is interesting.  I notice that with our existing multiplayer servers,
> there
> > is at least a many second delay in positioning the MP aircraft.  Is that
> > delay imposed by the server side, or is there something built into the
> > protocol that could cause position updates to be delayed before they are
> > drawn?
> There is not 'hard' time relationship in the multiplayer protocol. This is
> due
> to the totally unreliable lags between the participiants. The multiuplayer
> protocol just tries its best to have something that behaves like the
> external
> multiplayer ...
> 
> So, for that puropse you are trying to do I believe that this loose time
> coupling of the mp protocol might introduce problems you do not want to
> have.
> OTOH, if the mp players happen in a local network, at least my personal
> experience with the mp stuff tells me that you do not see to much of that
> time
> adjustments so this might work well enough.
> But whatever you try to debug with that visualization, keep in mind that
> there
> is a loose coupling of simulations times.
> 
> > Back to my other idea.  It shouldn't be hard to figure out an XYZ offset
> of
> > a 2nd piggyback model.  But in terms of orientation, are there animation
> > primitives that would allow me to specify absolute euler angles for the
> 2nd
> > model, or would those angle also have to be computed relative to the
> > primary model orientation (that's doable I suppose, but my brain has
> begun
> > to hurt just at the suggestion of having to do it.) :-)
> As far as I remember, we do not have an absolute euler angle animation in
> this
> sense. But you can compute the relative orientation using the quaternion
> stuff
> and use the relative orientations euler angles in the animation.
> 

You might find some of the necessary quaternion calculations in the
AIBallistic, where we slave a ballistic object to the main model at some
given offset. Warning though, because they are intended for droptanks and
the like, I didn't compute the yaw offset. Similar computations are in
AIWingman, but here deliberate errors are introduced. But I think either
might make a starting point for what is required.

Vivian  



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