Re: [Flightgear-devel] Open Scene Graph

2004-10-16 Thread Paul Kahler




Arnt Karlsen wrote:

  On Fri, 15 Oct 2004 09:07:26 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:
  
  
For what it's worth I am very interested in OSG.  One of the lead OSG 
developers and I have some interesting connections.  He is a strong 
interest in flight simulation, and I think we could get help when we 
needed it and possibly assistance with new feature development in OSG
if we needed.  It would be no small task to switch over from plib to
OSG, but I think if we can figure out a way to do it, we will be
better off in the long run.  There are strong indications that plib
will eventually catch up with the current state of computer graphics,
but it may not be for months or years ...

  
  
..I read all this as _if_ their license ever threatens to bite us, 
we can easily drag them over into using the GPL.  ;-)
  

Less difficult would be they switch to the actual LGPL. Then you'd be
free to link directly and release under GPL if you like.

BTW, I'm new here. Need to update to 0.9.6 before I say anything
about the actual software - it may fix some things I saw in 0.9.5.
BTW2, you guys might consider using bittorrent to help bandwidth :-)

Thanks,
Paul





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[Flightgear-devel] Ray Tracing (was: OpenRT)

2004-10-21 Thread Paul Kahler
And I thought joining this mailing list would get me
into something different.  ;-)
Ray tracing is not ready for real-time flight simulation.
I'm speaking from experience here. I used to be on the
same mailing list as those OpenRT guys. I also wrote the
renderer behind rtChess:
http://www.newimage.com/~rhk/rtchess/
Which BTW, is available for download (the game) and comes
with docs. Be sure you right-click to drag the board
around. Use the Space-bar for options menu. Unlike most
chess games, you can probably beat this one.
I've been working the realtime ray tracing (RTRT) stuff
for years, and it's always been real soon now for
gaming performance. My library can easily render as many
polygons as you can fit in RAM at a couple FPS (requires
undersampling) on my 700MHz AMD. It's about 40% faster
now than when we wrote rtChess. As with many things,
there is one tiny piece of code that consumes 90% of the
time and I've worked really hard on that. When I get
around to releasing it (probably GPL) some assembly guru
*might* get a bit more performance out of it.
Because RT is point sampled, the render time is mostly a
function of the number of pixels rather than the number
of polygons. The time complexity is very good WRT scene
size (think log n). A few objects can be handled really
really fast on a modern processor. Unfortunately, using
1000s of objects brings log(n) up to where things are
rather slow. Going to millions of objects just cuts it
in half again. GPUs are not currently able to handle the
data structures and recursive algorithms required to get
scene scalability, nor do they use double precision.
Eric Haines once asked me to estimate when RTRT will be
really feasible - I estimated 2012 and so did he. That
doesn't take into account the brick wall we see now with
power density and no 4GHz pentiums and all that...
Multi-core is great for RT. Multi-threading is one of
the features I need to add (done before but removed)
because it scales nearly optimally with more CPUs.
I could probably (openRT too) load the entire FGFS
scenery database and render it at 1FPS given enough RAM.
Unfortunately that doesn't mean you'll be flying in a
ray traced plane any time soon.
-Paul

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[Flightgear-devel] Re: [Flightgear-users] [PATCH] classifying development status of aircraft extending fgrun

2004-10-23 Thread Paul Kahler
I'm not big on XML (done HTML before) but this:
maturityalpha/maturity
doesn't seem right. I would expect something more like:
modeltag maturity=alpha   /modeltag
Where modeltag would encompase the whole model definition. Again,
I'm not really familiar with just how bloated XML is supposed to be
but if this is how you define a property of something it seems more
wasteful than I ever thought. An even more complex thing would be to
allow:
modeltag
   bunch of stuff...
  maturity = alpha
 less developed part of model 
  /maturity
/modeltag
Again, I'm no authority and I don't even know if this second thing
makes sense in this context.
Thanks,
Paul
Boris Koenig wrote:
Ampere K. Hardraade wrote:
whereas level can be anything between
pre-alpha,alpha,pre-beta,beta and done
Of course running something like
fgfs --min-maturity=alpha --show-aircraft
should not return any aircraft right now, as none of the
current aircraft definition files in your base-package is using the
required
maturity/maturity
tag - but you can easily give it a try by adding something like
maturityalpha/maturity
to abitrary aircraft ($FG_ROOT/data/Aircraft/.../*-set.xml) files.

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Re: [Flightgear-devel] Aerial images

2004-10-23 Thread Paul Kahler
Actually, my grass is green all summer, and so are most of my
neighbors and most businesses. I'm in Michigan and we have no
shortage of water so people like to keep things green. I
sometimes tell my wife not to water so much and that it's OK
to let it brown a little, but it's still green. Look at the
blue marble images from NASA and you'll see that the midwest
is much greener than other parts of the US. There are really
maybe 2 months when the wild grassy areas really turn brown
at all around here.
-Paul
Erik Hofman wrote:
It's actually quite understandable. Grass is green in spring. In the 
other seasons grass is mostly brown or yellow. Only in places like The 
UK and The Netherlands where there can be quite some rain even during 
the summer grass _might_ stay green a little longer.

Erik

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[Flightgear-devel] Cloud Rendering

2004-11-14 Thread Paul Kahler
Has anyone looked into better cloud rendering in FGFS?
There was some great work done by Mark Harris for his
Ph.D. over at:  http://www.markmark.net/  I couldn't
remember his name, so I googled for 'cloud rendering'
and his site was at the top of the list. It looks
really impressive, and similar to something I saw in
a Game Developer article by a MSFS guy.
Mark provides source code under a free license. If
that's not GPL compatible enough, perhaps someone
could work out something with him for FGFS?
It's just an integration problem right? ;-)
Paul
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Re: [Flightgear-devel] Re: Cloud Rendering

2004-11-14 Thread Paul Kahler
Melchior FRANZ wrote:
* Paul Kahler -- Sunday 14 November 2004 15:57:
It's just an integration problem right? ;-)
No. A problem of fixing his code that is in SimGear already. Your are
hereby invited to submit patches.  :-}
I just knew my message would result in my nomination to do the job :-) 
I suggested it to the list because I don't have time for such a big job. 
I might have time to make improvements though if it's already working to 
some extent. After I get my new PC (before year end) I may just start 
poking around in the code. Don't hold your breath though, if someone 
else wants to look at it, don't wait for me.

Thanks,
Paul

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Re: [Flightgear-devel] C++ question

2005-01-18 Thread Paul Kahler
It sounds to me like you should just drop the virtual function
declaration in the abstract A class (or make it non-virtual). It
serves no purpose other than trying to enforce your design on the
subclasses. Since you require the foo() function to take a parameter of
the subclass type, only a B can foo a B, and only a C can foo a C. Let
us not use complex language constructs (templates for example) just to
allow the compiler to check that you're following your own convention.
Put a comment in the base class that defines this requirement on
subclasses and call it a day. OTOH, if generic code is going to tell an
X to foo another X (somehow knowing they are the same type) this might
not work. H. I think another option is to declare A:foo(A p1) and
then have the B class explicitly cast the parameter p1 to a B inside
B:foo when using the B-specific functionality of the parameter. I don't
know how to do templates, so this is what I might do until it got too
ugly.

Hope that helps,
Paul

On Sat, 2005-01-15 at 15:12 +0100, Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Hi,
 
 can someone help me to solve thise problem:
 
 Imagine I've got this class hierachy:
 
 class A
 {
   virtual bool foo( A bar ) = 0;
 }
 
 class B : A
 {
   bool foo( B bar )
   {
 ...
   }
   
 }
 
 int main( void )
 {
   B foobar;
 }
 
 this won't compile as my class B is still abstract as I didn't provide a
 bool foo( A bar ) member.
 
 But I only want class A to be an interface that tells everybody what to
 expect from it's derivated classes. And one of these things is, that
 every child must have a member that is called foo and has one
 parameter of the type of the child itself.
 
 How do I achieve that?
 
 
 The only workaround I can come up with is, that I have:
 class B
 {
   friend bool foo( class B, class B );
 }
 
 bool foo( class B bar1, class B bar2 )
 {
  ...
 }
 
 I this doesn't guarantee me, that every child of A must have a foo
 function...
 
 Thanks,
 Christian



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Re: [Flightgear-devel] STL help requested

2005-02-05 Thread Paul Kahler
When you write your case-insensitive compare function
'0-9' are ascii 48-57
'a-z' are ascii 97-172
'A-Z' are ascii 65-90

by masking off the 32 bit, you make all letters upper case while moving
the numbers to the range 16-25. Now you want the numbers to come after
the letters, so you could toggle the 64 bit and get:
'0-9' = 80-89
'A-Z' = 1-26
'a-z' = 1-26

So if c is an ascii character, x = ((c  ~32)^64) would be a value that
compares with the properties you seek. You'll still need to write a
function to compare strings while using this character mapping.

Hope it helps,
Paul



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Re: [Flightgear-devel] net_fdm.hxx net_ctrls.hxx

2005-03-27 Thread Paul Kahler
I thought you were simply looking for code portability. You must never
send a binary stucture across a network. Even if you get the sizes
correct, you'll have endian problems when running different
architectures (PC vs Mac). You must manually ship the data bytes in a
defined order and reconstruct it at the other end. At that point, it
doesn't matter what the padding or for different compilers (or the
order) is because you won't be sending the padding - just the data.

Never block transfer a structure by providing a pointer and size, there
is simply no way for that to work cross-platform.

Paul



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RE: [Flightgear-devel] net_fdm.hxx net_ctrls.hxx

2005-03-27 Thread Paul Kahler
So the data should include a flag to tell what endian form it is, and
the code should be written to support both ways? Image file formats
specify and endianness in the specification, not the files. If it's in
the files, then you'd need code to handle both ways...

On Sun, 2005-03-27 at 09:28 -0500, Norman Vine wrote:
 Paul Kahler writes:
  
  Never block transfer a structure by providing a pointer and size, there
  is simply no way for that to work cross-platform.
 
 Please 
 
 That this isn't true is amply demonstrated by all the
 images that get passed around the net :-) 
 
 All one needs to do is make sure that the endian
 order of the data is well defined !
 
 There are many ways to do this perhaps the easiest
 is to just use a 'magic' cookie at the beginning of the
 data structure *or* have a well defined structure that
 insures a certain endian order is imposed on the 
 creator.
 
 Cheers
 
 Norman
 
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Re: [Flightgear-devel] ..any estimates on SW rendering?, was: World Wind as moving map display

2005-04-23 Thread Paul Kahler
On Mon, 2005-04-18 at 23:17 +0200, Arnt Karlsen wrote:
 ..not yet, I'm scheeming a renderfarm stunt; some new 2'nd hand HW shop
 here says they got 200 Celeron 850's handy, so that got me thinking
 about picking this: http://tldp.org/HOWTO/BogoMips/x29.html#AEN54 
 sweet spot for a wee while.  ;o)
 
 ..now this 200 node farm would need about 40, 50 to 60kWe, which I 
 would like to feed off a genset or 2 burning gas which I would make off
 pelletized sewer sludge in my trusty old thermochemical gasifier.  ;o)
 
 ..now, a 320,000 BogoMips rig running on poo for half a day, oughtta be
 able to do flyable software rendering for FlightGear at 1600x1200?   ;o)
 
 ..what else can I do with this stunt rig, make our new global scenery?
 

I guess it's time to do that ray-traced FGFS after all. But you don't
have enough bandwidth for that. Perhaps 5 years out someone will have
one of those new 16 processor/32 core AMD boxes laying around. That
might do the job.



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Re: [Flightgear-devel] realistic scenery

2005-04-23 Thread Paul Kahler
On Wed, 2005-04-20 at 08:16 -0700, Andy Ross wrote:
 Oliver C. wrote:
  How does X-Plane 8.1 solve that?
 
 It's not that terribly hard: store the texture mesh (2D, from the land
 use data) and polygon mesh (3D, from the elevation data) separately
 and do an intersection test when generating them (or even at load
 time).
 
 If the textures are allowed to overlap, you'll need to do multipass
 stuff or use a multitexture renderer, obviously.

Another (somewhat lossy) option is to just create new texture maps from
the originals. Take 2 scenery triangles (that share an edge) of roughly
the same size and create a square/rectangular texture to cover them with
whatever resolution you need. Then fill this texture by sampling the
originals. Not all your samples will come from the same texture in the
original, but when you're done, FG won't have the added complexity.

There are lots of ways to do the sampling, but simply grabbing the
nearest texel would be the simplest first attempt and will likely be
necessary for more complex methods. It's a little lossy but keeps the
complexity in the scenery generation rather than the renderer. If you've
got higher resolution imagery than you want in your textures, it starts
to become the perfect solution because the losses vanish as this ratio
increases.

-Paul



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Re: [Flightgear-devel] ..any estimates on SW rendering?, was: World Wind as moving map display

2005-04-23 Thread Paul Kahler
Arnt Karlsen wrote:
On Sat, 23 Apr 2005 11:27:01 -0400, Paul wrote in message 
[EMAIL PROTECTED]:
I guess it's time to do that ray-traced FGFS after all. 

..tell me more.

But you don't have enough bandwidth for that. 

.. how much do I need?
One 1024x768x24 image is what? 2.25MB Even at a slow 15fps that's 33 MB 
per second or 266Mbps plus overhead. Besides, there's no way something 
like that could be integrated in the time available before your stunt. I 
just like to think out loud sometimes. Sorry.

-Paul

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Re: [Flightgear-devel] New 3d clouds

2005-04-27 Thread Paul Kahler
I think the old implementation has some features that the new one is
missing. Of course the new one is better integrated with FG, so that's a
big plus. I'd leave them both for now.

On a related note, I seem to recall MS having some patents on cloud
rendering. They had an article in game developer a while back that
discussed it. I think they implemented the Mark Harris method or
something very much like it (or did he do it for them?). Anyway, as long
as Marks contribution is in FGFS I don't think anyone can claim any
proprietary ownership of his methods :-)

-Paul K.

On Sun, 2005-04-24 at 08:43 -0700, Andy Ross wrote:
 Erik Hofman wrote:
  I have added the new 3d clouds code from Harald Johnson to CVS.
 
 Should we then remove the previous implementation?  Ultimately, there
 is only space for one cloud implementation; if the existing clouds3d
 stuff isn't going to be the current target of development, it is only
 complicating things by being present.
 
 Andy
 
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Re: [Flightgear-devel] RFC: Eliminating jitter

2005-04-28 Thread Paul Kahler
On Thu, 2005-04-28 at 08:03 -0700, Andy Ross wrote:

 So the local cockpit coordinates get double-transformed to the
 centroid and back, losing precision in the process.  That comes
 out to roughly 1 part in a million at single precision, which
 over a ~1km tile can be as much as a few millimeters, which is
 several pixels of screen space in a small cockpit.

What's wrong with just using double precision? If it's because this math
is done on the video card then fine. In ray tracing I switched to
doubles over 5 years ago and measured only a tiny penalty which was more
than made up for by the reduction of artifacts. Single precision is so
20th century.

-Paul K



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Re: [Flightgear-devel] Shadows

2005-06-25 Thread Paul Kahler
On Mon, 2005-06-20 at 18:53 +0200, Harald JOHNSEN wrote:
 Ampere K. Hardraade wrote:
 
 Finally, is there a potential for this technique of generating shadow to be 
 used on generating the effects of spot lights (eg. landing light, taxi 
 light, 
 logo light, etc.)?
   
 
 You are a genius, forget my previous reply.
 We can't lighten pixels from the framebuffer because of the low 
 precision (8 bits) but we can of course darken them.
 Algo (works better at full night) :
 1) render the scene and all non emissive geometry with a 'day' ambient term
 2) render all lights (or emissive geometry) and update the stencil 
 buffer ( stencil := 1)
 3) render a quad on screen to darken everything where stencil == 0
 
 with 1  3 the scenery goes dark/black as usual
 with 2 the scenery in light stay illuminated
 Its quasi free, simple, support a million (fake) spot light ;)

Oh does that sound like a bad hack. What happens to objects that have
specular highlights? Would the illumination be as if the sun were
shining rather than the spotlight? Lighting is important, but this
doesn't seem like it's physically correct at all. OTOH, fake lighting is
better than no lighting ;-)

Paul



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Re: [Flightgear-devel] optimisation of FlightGear code

2005-07-05 Thread Paul Kahler
Based on several months of following this list I would guess that most
of the CPU time in FGFS is spent in rendering the scenery. Just look at
the recent reports of frame rate dropping with the addition of 3d
clouds. Or perhaps people are limited by the graphics hardware? It
sounds like the FDM and anything else can actually run acceptably on
rather old hardware. Given that, and the trend toward dual core
processors, it seems like splitting out the rendering into its own
thread (if its not already) would make sense in the near future.
Optimizing the rendering code would probably be a good thing even for us
single-core folks, which is probably most everyone.

-Paul

On Mon, 2005-07-04 at 19:05 +0100, Jim Campbell wrote:
 Hi folks,
 Hopefully I would like to start a discussion of Flightgear code 
 optimisation.
 My first thoughts are that fgfs divides logically into a number of 
 sub-systems:
 a) Flight Dynamics Modelling (FDM)
 b) Exterior View
 c) Cockpit input and output ie joystick controls,switches and displays.
 d) Motion system
 but for time being I am going to disregard the last!!
 These sub-systems could be physically separated into processes 
 (programs,
 threads - whatever you like to call them) and inter-linked with IPC eg 
 tcp/ip,
 Unix sockets,etc.
 This would enable:
 1) a critical block analysis (CBA) to be run on each sub-system to 
 identify the most
  frequently used code which can then be optimised by any number of 
 techniques.
  eg compiler optimisation,manual optimisation, re-writing in a more 
 efficient
  language (without wishing to start a flame war, C++ and Object 
 Orientated
  languages may be ideal for code development but I know of no object 
 orientated
  hardware so they may not get the best out of the available 
 hardware.)
 2) running the different sub-systems on different inter-linked 
 computers and indeed
   on different hardware (Intel is not famed for its floating point 
 arithmetic so FDM may
   be better on PowerPC,UltraSPARC etc but there is a great range of 
 graphics hardware
   which makes Linux/Intel flexible for view and cockpit).
 3) tuning the frame rate of individual sub-systems (the FDM itself 
 may benefit
  from different and variable frame rate for the lateral and 
 rotational elements
  of the aerodynamical derivative integrations)
 
 These are just my first thoughts without tracking through every line of 
 code as yet so
 maybe some of this has already been done? I dont want to repeat things 
 that have already
 been chewed over so any ideas would be welcome.
 
 cheers
 Jim
 
 
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[Flightgear-devel] Rutan and Scaled Composites [was code optimization]

2005-07-09 Thread Paul Kahler

 YASim is perfectly happy with asymmetric aircraft, FWIW.
 
 Andy

Has anyone tried to model the Boomerang? Thats the most asymmetric thing
I've seen. Or any other Rutan aircraft for that mater? I once downloaded
a Velocity and a Starship for MSFS and they were really fun to fly - not
sure if the dynamics were correct at all because they really wanted to
fly in a way thats hard to describe. OTOH I have read that canards
really do like to fly compared to other aircraft.

Paul


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Re: [Flightgear-devel] Rutan and Scaled Composites [was code optimization]

2005-07-10 Thread Paul Kahler
On Sat, 2005-07-09 at 09:51 -0700, Andy Ross wrote:
 Paul Kahler wrote:
  I once downloaded a Velocity and a Starship for MSFS and they were
  really fun to fly - not sure if the dynamics were correct at all
  because they really wanted to fly in a way thats hard to
  describe. OTOH I have read that canards really do like to fly compared
  to other aircraft.
 
 The trick of the canard is that you can arrange things such that the
 canard surface stalls before the main wing.  Because it is forward of
 the c.g., this causes a downward pitch, thus saving the pilot from a
 main wing stall.  It's not quite stall proof, because it only
 applies to near-steady-state changes, but it will save a dumb pilot
 who pulls back too hard on the yoke.

Oops. I know how they work. What I meant is that the ones I tried in
MSFS really wanted to climb. You really had to cut the power all the way
back if you wanted to get on the ground, and even then it takes some
time. I've read that the real planes exhibit this behavior, but I was
wondering if the models I tried exaggerated it.

In case any canard fans haven't seen these: The Cozy Jet was at Oshkosh
last year: http://www.eracer.org/ezhangar/cozyjetindex.html

And then there's the guy who put a Mozda rotary on a LongEze and used a
ducted fan instead of a reduction gear: 

http://www.bridgingworlds.com/DUCKT.HTM

How hard would it be to simulate variations like these before they built
them? And how accurate would such a simulation be? The duct seems like
something that probably hasn't been simulated before and wouldn't be
easy :-)



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[Flightgear-devel] Fedora Core 4

2005-07-11 Thread Paul Kahler
Hi,

I'm looking to build FGFS on FC4-x86_64. I looked at the instructions
at: http://www.flightgear.org/cvsResources/anoncvs.html  It sounds
reasonable, but I can't just yum install plib. Is there a repository
with a suitable package? A link to instructions on using non-standard
repositories would also be helpful ;-)

Rinse and repeat the question for SimGear.

This will be my first real dive into building nontrivial software on
Linux. If I get it built and running, how big a job would it be to
package it (and I suppose Plib and SimGear) so others can just yum
install flightgear? I recall reading that there is an old RPM out there
somewhere, but it's not current, probably not 64bit, and apparently not
in the default repositories.

Thanks,
Paul



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Re: [Flightgear-devel] One bug with multiplayer...

2005-07-16 Thread Paul Kahler
On Sat, 2005-07-16 at 22:44 +0300, Vassilii Khachaturov wrote:
  On a side note, while testing the multiplay mode, robitabu on
  #flightgear irc and I have discovered the Instant Replay is also sent
  to all other players. Kind of a nice feature when you want to show
  people stuff, but also probably something you don't want all the time...
  :)
 
 That's pretty cool! it's pretty harmless though, isn't it? also,
 when people want to see others' action a lot, and one is lazy to do
 takeoffs/landings all the time, this can be a nice alternative
 to the boring AIs in single-player --- fly a nice circuit one time,
 and loop it via the network to the others.

Is it possible to run FGFS as a screen saver? I think prerecorded
flights would make a really interesting screen saver. At our local EAA
meetings (chapter13) they sometimes do slide shows before the meeting
and I always thought having FGFS up there might be cool. Either a screen
saver mode or a really long recorded demo would fit the bill.

Paul



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Re: [Flightgear-devel] feature request: MultiPlayer's Callsigns in Viewport

2005-07-23 Thread Paul Kahler
All this multiplayer chat stuff has me thinking game. It would
probably be more in line with simulation if chatting took place on a
simulated radio. You'd not only have to be close enough to someone, but
you'd have to be on the same frequency in order to talk to them. The
idea of having little on-screen identifiers might be OK as long as it
can be turned off. I really like that FGFS focuses on simulation and not
game play.

If you want to be highly realistic, mutiplayer voice chat with proper
radio frequencies would be ideal. Bandwidth might be a problem for large
groups, but small ones should be no problem. Of course it's much more
complicated too ;-)

On Wed, 2005-07-20 at 09:12 +0200, Roberto Inzerillo wrote:
 Hi,
   what about a callsign identifier being displayed for each MultiPlayer 
 airplane in the viewport of FGFS (and maybe a keyboard shortcut or an 
 option menu for enabling/disabling the callsign visibility)?
 
 I'm thinking about something like the City-Popup discussed earlier in 
 the ML. So we know who's the pilot flying the airplane we have around :-)
 It will be very usefull when multiplayer chat system will be available 
 for team flight coordination.
 Airplanes still do not have other distinctive visual dientifier so a 
 bunch of c172 look all the same.
 
 The future MP Networking code will of course have other kind of features 
 and possibility but right now it seems to be the simplest way to 
 identify other users in VFR.
 
   have a nice day,
 Roberto
 
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Re: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-13 Thread Paul Kahler
On Tue, 2005-09-13 at 16:40 -0700, Andy Ross wrote:

 This is benign.  The plib loader strips off the leading directories on
 the texture file name for you and uses its own path for texture
 lookup.  I would presume that most of these things are added not by
 the model authors, but by the software they are using.
 
 Other than the potentially embarassing information leakage (it exposes
 the author's file hierarchy), this isn't really a problem.

Yes, but it's sloppy. It's information that doesn't belong there. Anyone
wanting to import or process that data will have to add this path
stripping to their code. Better to remove it. Didn't your mother ever
make you clean your room? :-)



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Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread Paul Kahler
On Wed, 2005-09-14 at 17:09 -0500, Curtis L. Olson wrote:

 The problem is with all the [EMAIL PROTECTED] and 
 [EMAIL PROTECTED] mail.  These addresses can't be avoided and are a 
 huge spam attracter for the two flightgear co-list admins.  But just to 
 be clear, I'm not trying to solve a spam problem by nuking our mailing 
 lists. Spam avoidence (for the list admins) was only one of the possible 
 motivations for moving to forum based communication.

This may be too late now unless the address changes. Get the email
address off the web pages. Just where do you think the spammers are
getting the address from? My ISP has some form of spam blocking, but I
receive about 1 spam every month or two. I think the reason for this is
that my email address isn't posted in plain text anywhere on the net. It
is there of course (on my contact page), just not in machine readable
form.

This may not be practical for FG. I dunno, just a thought.

-Paul



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Re: [Flightgear-devel] Bug in moving-average filter?

2005-09-17 Thread Paul Kahler
On Fri, 2005-09-16 at 04:41 +0100, Lee Elliott wrote:
 Hello List,
 
 I think there's a small bug in the moving-average filter in 
...
 xmlauto.cxx
 else if (filterType == movingAverage)
 {
 output.push_front(output[0] + 
   (input[0] - input.back()) /  
 (samples - 1));
 unsigned int i;
 for ( i = 0; i  output_list.size(); ++i ) {
 output_list[i]-setDoubleValue( output[0] );
 }
 output.resize(1);
 }

I'm not trying to flame, but why would you be using a moving average
filter? That's the most complicated filter I've ever seen - it calls
other functions! I always liked the simplicity of a low pass filter:

output += (measurement - output) * gain;

Using floats, doubles, or fixed point of course.

No need to call a function either, just in-line it where you need it.
Want fast convergence on startup? Just sweep the gain from 1.0 down to
whatever the steady state value needs to be. I bet this is nothing new -
it's probably in the code under else if (filterType == IIRfilter) or
something.

So why do people use moving average filters? Why does FGFS?

Thanks,
Paul



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Re: [Flightgear-devel] Digitrak and three axis gyro

2005-09-17 Thread Paul Kahler
On Wed, 2005-09-14 at 20:35 -0400, Steve Knoblock wrote:
 The Digitrak is described as employing gyroscopic rate sensors are
 installed so as to sense motion about each of the major axes (roll,
 yaw and pitch).
 
 I assume they mean there is a spinning gryo around which three sensors
 are arranged, to sense motion in each axis, pitch, roll and yaw. The
 sensors report how much the aircraft has moved around the gyro for
 each axis.

Gyroscopic rate sensors measure rotation rate around a single axis with
respect to whatever they're mounted on. To measure 3 axis motion
requires a minimum of 3 sensors. There are no gimbals or spinning
objects (vibrating parts yes). Tracking orientation with them requires
integrating the signals in a rotating reference frame. You also need an
absolute reference because the integrated signals will drift. Here's
something google turned up:

http://www.smalltimes.com/document_display.cfm?section_id=76document_id=7451

 From what I can see of the various default instruments in FlightGear,
 the only source of roll angle from an instrument is the attitude
 indicator or indirectly, the turn coordinator, which the Digitrak does
 not use.
 
 I conclude that to model the Digitrak fully, I would need to create C
 code to represent this three axis gyro using the gyro.*** code that
 the attitude indicator depends on. I have a little experience with C,
 but not much. I nearly understand how the attitude indicator works
 with the gyro model, but I still have to many questions to comprehend
 all it is doing.
 
 I also assume that using /orientation/roll-angle is the best
 substitute currently available.
 
 I would appreciate any help with this and please correct me if I am
 wrong in any of this.

The only way to really know what the Digitrak is doing is to know what
it's really doing ;-)

 I think the Digitrak would make an interesting contribution to
 FlightGear.

It would, but you may be limited to just a visual representation and
some other autopilot code. It would be really hard to know exactly what
their software is doing without access to source code.

-Paul



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