On Sunday 31 Jan 2010, Erik Hofman wrote: > Stuart Buchanan wrote: > > It's been a long time since I (re-)wrote the random object code > > for OSG, but my recollection is that we use the same random > > number seed when generating random model placements, to ensure > > that a building is in the same place on every computer. > > Looks like that part is gone, at least the part where every > random object in the scenery was in the same place every time you > start up FlightGear. This used to be working at some point (and > could be used for landmark navigation). > > Erik
It's a sad fact that much of which used to make FG extremely stable and consistant has been sacrificed to implement new features. Sorry folks, but all the new developments in FG, over the past few years, have come at the cost of stability and robustness. What has stopped me from contributing to FG has been a combination of unaddressed show-stopping bugs, a reliance upon non-standard dependencies, all topped off with an obsolete architecture. Having said that, I'm not trying to criticise anyone; I remember Curt remarking on more than one occasion that trying to coordinate FG development was like trying to heard cats, but FG long ago became bigger than any of its contributors. It seems to me that perhaps part of the the problem is that not all of the contributors to FG realise that. LeeE ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel