Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Detlef Faber
Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza:

...

 
 I'm with you on this one John, except I can't see how to integrate that
 solution, or the particle solution with the weather radar. But perhaps some
 real expert can ...
 
This is exactly the point I like to know. What is the best way to use
particle systems in clouds. It is easy to populate a large area with
somehow good looking billboard clouds, but they will not be dynamic. 

The Particle solution can create constantly changing cloud formations,
buildup of thunderclouds, thermal caps, even altostratus clouds can be
implemented and dynamically placed. 
I just need to know what actually can be used for Flightgear. If you
need a generic cumulus cloud 500x800 m increasing in size dependent on
temperature and drifting with the wind, it can be done. But if there is
no means for placing it in the FG World it is useless.

I'm no programmer, so I can't find out myself where my work on Clouds
can be useful. I have to ask on this list if anybody with programming
skills can give me a hint.

Greetings

Detlef

 Vivian 
 
 
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Detlef Faber
Am Samstag, den 01.09.2007, 22:15 +0200 schrieb AnMaster:
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 Hash: SHA512
 
 In your picture there are odd sharp edges in the clouds, without that fixed
 it would be unacceptable. See for example right part of clouds in
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 
You are right, the particles are a quick hack and will be replaced with
improved ones, if the system is ever going to be used

Greetings

Detlef 

 /AnMaster
 
 Detlef Faber wrote:
  Hello everybody,
 
  I've been playing around with OSGs Particle Systems and found this might
  be suitable to create some 3d clouds. But see yourself:
 
  http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
  http://www.sol2500.net/flightgear/cloudfront.jpg
  http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
  http://www.sol2500.net/flightgear/bushfire.jpg
 
  Here is a zip containing the files.
  http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
  Put it in /Models/ and use the ufo to place them.
  clouds.xml creates a 20x20 km big cloud field.
 
  Sometimes particle systems do not work at once. They cannot (yet) be
  placed as static objects in the scenery. Finally they get clipped by the
  Cloud Layer, so be sure to switch off any clouds.
 
  Perhaps someone with knowlage of the weather system has an idea how to
  use these.
 
  Greetings
 
  Detlef
 
 
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Harald JOHNSEN
Vivian Meazza wrote:

John Wojnaroski

  

Behalf Of 
Sent: 01 September 2007 21:47
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Particle Systems


I've yet to see a system that IMHO tops what Mark Harris did 
a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather 
than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover 
what was lost.

Stay tuned...

John



There are methods today to do real volumetric display with slices from a 
3d volume, so yes there is method to draw clouds a lot better than those.
The old implementation of the Harris code in fg was using hard coded 
cloud shape, hard coded cloud relative position between clouds, hard 
coded group of cloud around ksfo. The next implementation could do 
clouds everywhere on the planet, parametrable cloud shapes in an xml 
file (Harris was using a non editable binary format), parametrable cloud 
formation type.
Wasn't that some kind of improvement ? What could have been improved 
then is some new texture for the cloud particles or new shapes or 
whatever, frankly anybody could enhance what I did.
Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
this list were using depreciated hardware...
Using his method to render the clouds is very easy to integrate in our code.


I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...

Vivian 

  

You don't have to integrate anything. Cloud visualization has nothing to 
do with the radar, the radar only uses the cloud position.

HJ.


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Melchior FRANZ
* Harald JOHNSEN -- 9/2/2007 10:35 AM:
 The old implementation of the Harris code in fg was using hard coded 
 cloud shape, hard coded cloud relative position between clouds, hard 
 coded group of cloud around ksfo. The next implementation could [...]
 Wasn't that some kind of improvement ?

Yes, definitely. The Harris thing in fgfs was just a proof of concept,
and better than nothing. But that was it. It was rather forcefully
bolted on fgfs. The binary blobs were horrible, and the whole thing
didn't really work well. But this was neither Harris' fault, nor
the one's who kind-of adapted it for fgfs. It wasn't really meant
to be perfect at that time. And it's also not removed, but still in
CVS. So, if someone wants to pick it up and make it good (and fast!),
just go ahead.  :-)

m.

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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread AnMaster
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John Wojnaroski wrote:
 I've yet to see a system that IMHO tops what Mark Harris did a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
Another thing, in that picture there are some lines out in the water at runway
28R and 28L. What are those lines? They don't seem to exist in current fgfs
scenery. Why? I can find some lines there if I look at google map.
 
 Someone made a decision a few years ago to replace rather than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
  

 Hello everybody,

 I've been playing around with OSGs Particle Systems and found this might
 be suitable to create some 3d clouds. But see yourself:

 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg

 Here is a zip containing the files.
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz

 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.

 Sometimes particle systems do not work at once. They cannot (yet) be
 placed as static objects in the scenery. Finally they get clipped by the
 Cloud Layer, so be sure to switch off any clouds.

 Perhaps someone with knowlage of the weather system has an idea how to
 use these.

 Greetings

 Detlef


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Heiko Schulz
Yes, that's the point.

If anyone is interested, there is a manual and a .exe,
which shows how today 3d-Clouds could work:

http://www.ecn.purdue.edu/purpl/projects/fastclouds/publicmedia/manual/index.htm

And here a lot of more Ideas about clouds:
http://www.vterrain.org/Atmosphere/Clouds/

Greetings
HHS
--- Harald JOHNSEN [EMAIL PROTECTED] schrieb:

 Vivian Meazza wrote:
 
 John Wojnaroski
 
   
 
 Behalf Of 
 Sent: 01 September 2007 21:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Particle Systems
 
 
 I've yet to see a system that IMHO tops what Mark
 Harris did 
 a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace
 rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity
 to recover 
 what was lost.
 
 Stay tuned...
 
 John
 
 
 
 There are methods today to do real volumetric
 display with slices from a 
 3d volume, so yes there is method to draw clouds a
 lot better than those.
 The old implementation of the Harris code in fg was
 using hard coded 
 cloud shape, hard coded cloud relative position
 between clouds, hard 
 coded group of cloud around ksfo. The next
 implementation could do 
 clouds everywhere on the planet, parametrable cloud
 shapes in an xml 
 file (Harris was using a non editable binary
 format), parametrable cloud 
 formation type.
 Wasn't that some kind of improvement ? What could
 have been improved 
 then is some new texture for the cloud particles or
 new shapes or 
 whatever, frankly anybody could enhance what I did.
 Hm wait, you did not realize that Harris clouds are
 *slow* and ppl on 
 this list were using depreciated hardware...
 Using his method to render the clouds is very easy
 to integrate in our code.
 
 
 I'm with you on this one John, except I can't see
 how to integrate that
 solution, or the particle solution with the weather
 radar. But perhaps some
 real expert can ...
 
 Vivian 
 
   
 
 You don't have to integrate anything. Cloud
 visualization has nothing to 
 do with the radar, the radar only uses the cloud
 position.
 
 HJ.
 
 

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data

2007-09-02 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-26_12:49:50 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/droptank.ac
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/exhaust.ac

Update Seahawk with more accurate FGA6 details, add droptanks.
TODO:
1. handle droptank contents properly
2 restore flap blow-in function


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-26_12:49:56 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/browncanvas.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/canvas.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/drab_cotton4.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/droptank.xml
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/ejection-seat.xml
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/leath05.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/leather.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/mesh5.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/tube.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/webbing3.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/yellow_black.rgb

Update Seahawk with more accurate FGA6 details, add droptanks.
TODO:
1. handle droptank contents properly
2 restore flap blow-in function


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-26_12:49:57 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/seahawk/Models/seahawk-subsubmodels.xml

Update Seahawk with more accurate FGA6 details, add droptanks.
TODO:
1. handle droptank contents properly
2 restore flap blow-in function


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-27_12:34:54 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Input/Joysticks/Saitek/Aviator.xml

 Anders Gidenstam -

Joystick configuration for the Saitek AV8R


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-28_10:31:54 (dfaber)
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/README
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep-set.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep-yasim.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/jeep.jpg

initial release


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-28_10:31:56 (dfaber)
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/Jeep.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/current.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuel.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuel.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/fuelgauge.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/jeep.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot-b.ac

initial release


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-28_10:31:57 (dfaber)
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/pilot1.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/roof.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/speedometer.xml
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/transparent.ac
/var/cvs/FlightGear-0.9/data/Aircraft/jeep/Models/transparent.xml

initial release


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-29_13:43:52 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/COPYING
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Malolo1-set.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Malolo1.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/thumbnail.jpg

Josh Wilson:

Initial version of the Malolo1 flying wing (R/C or small UAV scale).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-29_13:43:53 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Engines/18x8.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Engines/Zenoah_G-26A.xml
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/DSC01758.rgb

Josh Wilson:

Initial version of the Malolo1 flying wing (R/C or small UAV scale).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-29_13:43:54 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/Malolo1.ac
/var/cvs/FlightGear-0.9/data/Aircraft/Malolo1/Models/Malolo1.xml

Josh Wilson:

Initial version of the Malolo1 flying wing (R/C or small UAV scale).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-08-29_13:50:46 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/P-38-Lightning/F-5B-e_Splash.rgb

Gerard Robin:

I have made a P38L Lightning update which include the F-5B reconnaissance
variant.

So, we can have, in the same directory P-38-Lightning both version P-38L
and F-5B.

The full package is available here:

   http://perso.orange.fr/GRTux/P-38-Lightning.tar.gz



Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:
 Vivian Meazza wrote:
 
 John Wojnaroski

  

...

 I've yet to see a system that IMHO tops what Mark Harris did 
 a few years 
 ago part of his doctoral thesis.

 See http://www.lfstech.com/img/sfo_clouds.jpg.

 Someone made a decision a few years ago to replace rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover 
 what was lost.

 Stay tuned...

 John



 There are methods today to do real volumetric display with slices from a 
 3d volume, so yes there is method to draw clouds a lot better than those.
 The old implementation of the Harris code in fg was using hard coded 
 cloud shape, hard coded cloud relative position between clouds, hard 
 coded group of cloud around ksfo. The next implementation could do 
 clouds everywhere on the planet, parametrable cloud shapes in an xml 
 file (Harris was using a non editable binary format), parametrable cloud 
 formation type.
 Wasn't that some kind of improvement ? What could have been improved 
 then is some new texture for the cloud particles or new shapes or 
 whatever, frankly anybody could enhance what I did.
 Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
 this list were using depreciated hardware...
 Using his method to render the clouds is very easy to integrate in our code.
For what it's worth, I recently ported Harris' old SkyWorks code, on which his
contribution to FlightGear was based, to Linux for some playing around. I'll 
make
that code available soon, but I have to agree with Harald's critique of the old
code. In particular, the key illumination step for a particular cloud is *very*
expensive -- in the SkyWorks code it repeatedly reads back color values from the
frame buffer for each particle in a cloud -- which is why particular clouds were
hard-coded. Harris has since described algorithms that are more dynamic and 
which
require heavy-duty GPU firepower, something that always seems to be sensitive 
topic
here.

A free cloud library based on Harris' work, integratable with other OSG 
applications,
would attract a large following and would be a very cool thing. In the mean 
time,
in order to learn some of the issues, it would be very good to port Harald's 
plib-based
work into OSG FlightGear.

Tim
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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


Detlef Faber wrote:

Am Samstag, den 01.09.2007, 22:24 +0100 schrieb Vivian Meazza:

...

  

I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...


I'm working on an idea using RTT, Mark's clouds, voxel positions, and my 
own version of a wx/ground radar, but other things keep getting in the 
way... 



This is exactly the point I like to know. What is the best way to use
particle systems in clouds. It is easy to populate a large area with
somehow good looking billboard clouds, but they will not be dynamic. 

Hmmm,  why not?  If the clouds are formed from a set of data, just 
change/update the data and reload.  Just a question of finding a way to 
do it without bringing the sim to it's knees. Mark was looking into that 
but life got in the way. He finished his thesis and went to work for 
Nvidia in London.  Poor boy.  ;-)  

The Particle solution can create constantly changing cloud formations,
buildup of thunderclouds, thermal caps, even altostratus clouds can be
implemented and dynamically placed. 
I just need to know what actually can be used for Flightgear. If you
need a generic cumulus cloud 500x800 m increasing in size dependent on
temperature and drifting with the wind, it can be done. But if there is
no means for placing it in the FG World it is usele
  

HeHe, same problem I had with the clouds.  Never got my head around the 
plib scenegraph. The clouds worked but the implementation was always a 
bit of a kludge and needed some real work beyond my abilities at the time...

John


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


Tim Moore wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Harald JOHNSEN wrote:
  

Vivian Meazza wrote:



John Wojnaroski

 

  

...
  

I've yet to see a system that IMHO tops what Mark Harris did 
a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.

Someone made a decision a few years ago to replace rather 
than improve.  
Think we all lost a very promising
implementation, but there might be an opportunity to recover 
what was lost.

Stay tuned...

John

   



There are methods today to do real volumetric display with slices from a 
3d volume, so yes there is method to draw clouds a lot better than those.
The old implementation of the Harris code in fg was using hard coded 
cloud shape, hard coded cloud relative position between clouds, hard 
coded group of cloud around ksfo. The next implementation could do 
clouds everywhere on the planet, parametrable cloud shapes in an xml 
file (Harris was using a non editable binary format), parametrable cloud 
formation type.
Wasn't that some kind of improvement ? What could have been improved 
then is some new texture for the cloud particles or new shapes or 
whatever, frankly anybody could enhance what I did.
Hm wait, you did not realize that Harris clouds are *slow* and ppl on 
this list were using depreciated hardware...
Using his method to render the clouds is very easy to integrate in our code.


For what it's worth, I recently ported Harris' old SkyWorks code, on which his
contribution to FlightGear was based, to Linux for some playing around. I'll 
make
that code available soon, but I have to agree with Harald's critique of the old
code. In particular, the key illumination step for a particular cloud is *very*
expensive -- in the SkyWorks code it repeatedly reads back color values from 
the
frame buffer for each particle in a cloud -- which is why particular clouds 
were
hard-coded. Harris has since described algorithms that are more dynamic and 
which
require heavy-duty GPU firepower, something that always seems to be sensitive 
topic
here.

A free cloud library based on Harris' work, integratable with other OSG 
applications,
would attract a large following and would be a very cool thing. In the mean 
time,
in order to learn some of the issues, it would be very good to port Harald's 
plib-based
work into OSG FlightGear.

  

Are you suggesting a library based on Harris' work or Harald's? or both?

John


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Re: [Flightgear-devel] Particle Systems

2007-09-02 Thread John Wojnaroski


AnMaster wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512



John Wojnaroski wrote:
  

I've yet to see a system that IMHO tops what Mark Harris did a few years 
ago part of his doctoral thesis.

See http://www.lfstech.com/img/sfo_clouds.jpg.


Another thing, in that picture there are some lines out in the water at runway
28R and 28L. What are those lines? They don't seem to exist in current fgfs
scenery. Why? I can find some lines there if I look at google map.


That jpeg is a few years old and IIRC used FG-0.9.8 at that time.  I 
believe those are the structures that hold
the approach lights and rabbit lights for the runways.

John



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[Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Nick Othieno
Hi people,

I intend to add a module to flight gear that enables people on a
multi-player game to talk to each other (live) when tuned to the same
frequency on their comms.

The idea is to use voip to do the connection and maybe have one of the
computer's running a voip server of sorts that can handle a conference call.
Has anyone tried anything similar?

I would appreciate all the help I can get especially with the flightgear
code. I'm exellent with C, good with C++ and elementary with xml. I have
nearly no simulation knowledge but have working knowledge of dsp (digital
signal processing).

Hope to hear from you.

Nick
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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Heiko Schulz
Hi,

Thomas Förster is working on the same Idea - ask him,
I'm sure he pleased about help!

Greetings
HHS
--- Nick Othieno [EMAIL PROTECTED] schrieb:

 Hi people,
 
 I intend to add a module to flight gear that enables
 people on a
 multi-player game to talk to each other (live) when
 tuned to the same
 frequency on their comms.
 
 The idea is to use voip to do the connection and
 maybe have one of the
 computer's running a voip server of sorts that can
 handle a conference call.
 Has anyone tried anything similar?
 
 I would appreciate all the help I can get especially
 with the flightgear
 code. I'm exellent with C, good with C++ and
 elementary with xml. I have
 nearly no simulation knowledge but have working
 knowledge of dsp (digital
 signal processing).
 
 Hope to hear from you.
 
 Nick
 
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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Nick Othieno
Hi,

How can I get in touch with Thomas Förster. I've been told by Helko he is
trying to do the same thing that I want to do.

Nick

On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote:

 Hi,

 Thomas Förster is working on the same Idea - ask him,
 I'm sure he pleased about help!

 Greetings
 HHS
 --- Nick Othieno [EMAIL PROTECTED] schrieb:

  Hi people,
 
  I intend to add a module to flight gear that enables
  people on a
  multi-player game to talk to each other (live) when
  tuned to the same
  frequency on their comms.
 
  The idea is to use voip to do the connection and
  maybe have one of the
  computer's running a voip server of sorts that can
  handle a conference call.
  Has anyone tried anything similar?
 
  I would appreciate all the help I can get especially
  with the flightgear
  code. I'm exellent with C, good with C++ and
  elementary with xml. I have
  nearly no simulation knowledge but have working
  knowledge of dsp (digital
  signal processing).
 
  Hope to hear from you.
 
  Nick
  
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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Sébastien MARQUE
Hi Nick,

http://squonk.abacab.org/dokuwiki/fgcom
here you'll find the webpage for FGCOM, the project for real voice over 
IP in FG. I don't know if it is Thomas Forster behind this, but it is 
the only one project I know about voice communication.

Hope this helps
Seb

Nick Othieno a écrit :
 Hi,
 
 How can I get in touch with Thomas Förster. I've been told by Helko he is
 trying to do the same thing that I want to do.
 
 Nick
 
 On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote:
 Hi,

 Thomas Förster is working on the same Idea - ask him,
 I'm sure he pleased about help!

 Greetings
 HHS
 --- Nick Othieno [EMAIL PROTECTED] schrieb:

 Hi people,

 I intend to add a module to flight gear that enables
 people on a
 multi-player game to talk to each other (live) when
 tuned to the same
 frequency on their comms.

 The idea is to use voip to do the connection and
 maybe have one of the
 computer's running a voip server of sorts that can
 handle a conference call.
 Has anyone tried anything similar?

 I would appreciate all the help I can get especially
 with the flightgear
 code. I'm exellent with C, good with C++ and
 elementary with xml. I have
 nearly no simulation knowledge but have working
 knowledge of dsp (digital
 signal processing).

 Hope to hear from you.

 Nick
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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Heiko Schulz
Hi,

Oh- it wasn't Thomas Förster - it was Holger Wirtz!
But both living in the same town

Email wirtz at dfn.de

Greetings
HHS
--- Sébastien MARQUE [EMAIL PROTECTED] schrieb:

 Hi Nick,
 
 http://squonk.abacab.org/dokuwiki/fgcom
 here you'll find the webpage for FGCOM, the project
 for real voice over 
 IP in FG. I don't know if it is Thomas Forster
 behind this, but it is 
 the only one project I know about voice
 communication.
 
 Hope this helps
 Seb
 
 Nick Othieno a écrit :
  Hi,
  
  How can I get in touch with Thomas Förster. I've
 been told by Helko he is
  trying to do the same thing that I want to do.
  
  Nick
  
  On 9/2/07, Heiko Schulz [EMAIL PROTECTED]
 wrote:
  Hi,
 
  Thomas Förster is working on the same Idea - ask
 him,
  I'm sure he pleased about help!
 
  Greetings
  HHS
  --- Nick Othieno [EMAIL PROTECTED] schrieb:
 
  Hi people,
 
  I intend to add a module to flight gear that
 enables
  people on a
  multi-player game to talk to each other (live)
 when
  tuned to the same
  frequency on their comms.
 
  The idea is to use voip to do the connection and
  maybe have one of the
  computer's running a voip server of sorts that
 can
  handle a conference call.
  Has anyone tried anything similar?
 
  I would appreciate all the help I can get
 especially
  with the flightgear
  code. I'm exellent with C, good with C++ and
  elementary with xml. I have
  nearly no simulation knowledge but have working
  knowledge of dsp (digital
  signal processing).
 
  Hope to hear from you.
 
  Nick
 

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Thomas Förster
Am Sonntag 02 September 2007 schrieb Heiko Schulz:
 Hi,

 Thomas Förster is working on the same Idea - ask him,
 I'm sure he pleased about help!

Not that I know, having no experience with VoIP at all. You probably mean the 
VoIP client from Holger Wirtz (also from Berlin ;-) ).

Thomas
-- 
PhD Student, Dept. Animal Physiology, HU Berlin
Tel +49 30 2093 6173, Fax +49 30 2093 6375

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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Nick Othieno
Hi Sébastien,

Thanks. That is exactly what I want to do. Interesting thing is that he has
the exact idea I have for how to do the implementation.

On 9/2/07, Sébastien MARQUE [EMAIL PROTECTED] wrote:

 Hi Nick,

 http://squonk.abacab.org/dokuwiki/fgcom
 here you'll find the webpage for FGCOM, the project for real voice over
 IP in FG. I don't know if it is Thomas Forster behind this, but it is
 the only one project I know about voice communication.

 Hope this helps
 Seb

 Nick Othieno a écrit :
  Hi,
 
  How can I get in touch with Thomas Förster. I've been told by Helko he
 is
  trying to do the same thing that I want to do.
 
  Nick
 
  On 9/2/07, Heiko Schulz [EMAIL PROTECTED] wrote:
  Hi,
 
  Thomas Förster is working on the same Idea - ask him,
  I'm sure he pleased about help!
 
  Greetings
  HHS
  --- Nick Othieno [EMAIL PROTECTED] schrieb:
 
  Hi people,
 
  I intend to add a module to flight gear that enables
  people on a
  multi-player game to talk to each other (live) when
  tuned to the same
  frequency on their comms.
 
  The idea is to use voip to do the connection and
  maybe have one of the
  computer's running a voip server of sorts that can
  handle a conference call.
  Has anyone tried anything similar?
 
  I would appreciate all the help I can get especially
  with the flightgear
  code. I'm exellent with C, good with C++ and
  elementary with xml. I have
  nearly no simulation knowledge but have working
  knowledge of dsp (digital
  signal processing).
 
  Hope to hear from you.
 
  Nick
 
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Re: [Flightgear-devel] Addition of true comms in multiplayer

2007-09-02 Thread Holger Wirtz
Hi Nick,

On Sun, Sep 02, 2007 at 11:25:39PM +0300, Nick Othieno wrote:
 Hi Sébastien,
 
 Thanks. That is exactly what I want to do. Interesting thing is that he has
 the exact idea I have for how to do the implementation.

... and the same idea had Martin Spott some time before I wrote the
first time to the list :-)

Holger
-- 
#   ##  ##   Holger Wirtz Phone : (+49 30) 884299-40
##  ## ##   ### ##   DFN-Verein   Fax   : (+49 30) 884299-70
##  ##  ##   Stresemannstr. 78E-Mail: [EMAIL PROTECTED]
##  ## ##   ## ###   10963 Berlin
#  ##   ##  ##   GERMANY  WWW   : http://www.dfn.de
GPG-Fingerprint: ABFA 1F51 DD8D 503C 85DC  0C51 E961 79E2 6685 9BCF

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