Re: [Flightgear-devel] create craters and smoke effect

2004-07-31 Thread Boris Koenig
Arnt Karlsen wrote:
On Thu, 29 Jul 2004 13:13:20 +0200, Boris wrote in message 
[EMAIL PROTECTED]:
 Maybe that saves some time or at least keeps you from re-inventing
 the wheel ;-)
 ..maybe.  Executive summary  from http://www.phoenixosfs.org/  ;-)
BTW, interesting project but they don't seem to have written much
code yet, rather they seem to be considering using FlightGear
itself as backend for their combat simulator...on the other hand
their project might also be of interest to the original poster
exactly because of that !
And it was getting fun again:
 Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Donec
 molestie. Sed aliquam sem ut arcu. Phasellus sollicitudin. Vestibulum
 condimentum facilisis nulla. In hac habitasse platea dictumst. Nulla
 nonummy. Cras quis libero. Cras venenatis. Aliquam posuere lobortis
 pede. Nullam fringilla urna id leo. Praesent aliquet pretium erat.
 Praesent non odio.
 ..please weed out the dead stuff on posting,
Well, I *did* mention that I was merely looking for other projects
which already make use of the features that were requested, I mentioned
primarily bzflag - cause it is based on SimGear and all the other 
projects
were just hits whose descriptions sound as if they might be useful if
bzflag's sources alone should not be sufficient. Also, I did make
clear that some of these don't seem to be under active development,
amongst them a couple of projects which have concept docs anyway,
and that (= ideas) was it what the original poster asked for.

 or if you find anything useable in the dead projects cvs trees,
 point us to the good stuff.
I did not browse any CVS repositories, nor do I intend to do so now -
*if* there's interest in any of these project at all, that's certainly
rather a job for those who want to do the coding for that specific
project/feature addon.

Boris

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RE: [Flightgear-devel] create craters and smoke effect

2004-07-31 Thread Norman Vine
Boris Koenig writes:
 
  I mentioned
 primarily bzflag - cause it is based on SimGear

Hmm .. very interesting . 

as bzflag predates SimGear ...

could you please tell us your source of this information
as I didn't see any mention of SimGear in a quick perusal 
of the bzflag source code

Thanks

Norman

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Re: [Flightgear-devel] create craters and smoke effect

2004-07-31 Thread Boris Koenig
Norman Vine wrote:
Boris Koenig writes:
I mentioned
primarily bzflag - cause it is based on SimGear

Hmm .. very interesting . 

as bzflag predates SimGear ...
lol, don't tell me now that I was wrong ?
could you please tell us your source of this information
as I didn't see any mention of SimGear in a quick perusal 
of the bzflag source code
I didn't check the source code, it's just that I installed (compiled)
bzflag some time ago and was quite sure that SimGear was one of
the requirements for bzflag to run, don't know if I am confusing
things now, will have to check their webpage for that.
Sorry in advance if I should indeed be wrong, though.
(sometimes memory does not serve correctly ...)

---
Boris
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Re: [Flightgear-devel] create craters and smoke effect

2004-07-30 Thread Arnt Karlsen
On Thu, 29 Jul 2004 13:13:20 +0200, Boris wrote in message 
[EMAIL PROTECTED]:

 Maybe that saves some time or at least keeps you from re-inventing
 the wheel ;-)

..maybe.  Executive summary  from http://www.phoenixosfs.org/  ;-) 
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Donec
molestie. Sed aliquam sem ut arcu. Phasellus sollicitudin. Vestibulum
condimentum facilisis nulla. In hac habitasse platea dictumst. Nulla
nonummy. Cras quis libero. Cras venenatis. Aliquam posuere lobortis
pede. Nullam fringilla urna id leo. Praesent aliquet pretium erat.
Praesent non odio.

..please weed out the dead stuff on posting, or if you find anything
useable in the dead projects cvs trees, point us to the good stuff.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] create craters and smoke effect

2004-07-29 Thread Boris Koenig
CHANDRASEKHAR ACHALLA wrote:
I was also wondering if flightgear already has the fire and smoke effects.
Regarding my last reply on that topic I had a quick look at sourceforge
for the specific name of the project that I mentioned.
It's named FlightGear CombatZone - but, well that specific
project is already pretty old and doesn't have any files published,
nor does it have a real webpage:
https://sourceforge.net/projects/fgcombatzone/
But on the other hand there are plenty of other opensource projects
which already do what you seem to need, the first coming to my mind
would be bzflag - a tank (combat) simulation which is also based on
SimGear and makes already use of things like explosions, fire, smoke and 
collision detection:

https://sourceforge.net/projects/bzflag/
I did some quick searches for other 3D projects in that category, but
I think it would probably be really the easiest to look into the
bzflag sources, on the one hand because that stuff is already SimGear
based and hence it would probably be pretty straight forward to borrow
some lines/fragments of code, and on the other hand bzflag has also an
_incredibly large_ user AND *DEVELOPER* ( 50 !)community, so odds are
good that your questions are answered pretty soon.
If bzflag alone is not sufficient already, here are some other
opensource projects that might be useful for your purposes and which
can be easily found at sourceforge, while some of these don't yet have
any files/source released, contacting the developers might help you
anyways:
__
3D FX Function library is a set of functions that will make your
programming life much easier. Already featuring lensflares, particle 
systems, explosions, etc, we hope to port to as many languages as
possible.

https://sourceforge.net/projects/dbdev/
An explosion simulator for 3D real time applications
https://sourceforge.net/projects/explosion/
This project is a 3D engine developed in opengl.
We want to develope a tool box with allows everyone to program
3D-demos using easy XML script. We need to program animation of
3d objects, humanoides, particle simulations, 2D/3D effects, transitions,...
https://sourceforge.net/projects/cymagine/
VRGL, is a modified OpenGL runtime library for visual effects useful
in virtual reality applications. It is intended for use with
precompiled 3D graphics engines, like the one in Unreal Tournament 2003.
https://sourceforge.net/projects/vrgl/
An OpenGL Framework to build graphic effects and demos.
Focuses on speed and performance rather than compatibility and
portability. Currently based on OpenGL, the framework is meant
to support software rendering in the future.
https://sourceforge.net/projects/glsilent/
C++ 3D graphics library for game developers, researchers, and students.
It is a base of robust and high performance code common to most 3D projects.
https://sourceforge.net/projects/g3d-cpp/
FreeSOLID is a library for collision detection of three-dimensional
objects undergoing rigid motion and deformation. FreeSOLID is designed
to be used in interactive 3D graphics applications.
https://sourceforge.net/projects/freesolid/
OpenDynamics is a real-time 3D physics simulation core including
collision resolution. A C library, it consists of modules providing
linear algebra, newtonian dynamics, collision and contact resolution,
some constraints, aerodynamics and explosions.
https://sourceforge.net/projects/opendynamics/
The Phoenix Open Source Flight Simulator project is
designed to create the ultimate base for combat flight
simulators. Every piece will be designed as modular as
possible allowing component switching and a great opportunity
for community development.
https://sourceforge.net/projects/phoenixosfs/
The Combat Simulator Project is an open source project started
by flight sim enthusiasts eager for a serious hardcore flight simulator.
https://sourceforge.net/projects/csp/
G3C provides the main features for 3D-game developers:
3D rendering engine based on openGL, collision detection,
physical rules, p2p network... A game-sample will be avaible,
binding a wargame, a flight simulator, a first person shooter, a MMOG...
https://sourceforge.net/projects/g3c/
This library is an effort to provide a collision detection library
for generic polyhedra. Its purpose is mainly for 3D games where accurate
detection is needed between two non-simple objects.
https://sourceforge.net/projects/coldet/
Interactive Dynamics Library - Indy C++ library for rigid body
dynamics, specifically aimed at games. Project will hopefully support
full collision detection, collision and contact resolving, springs, 
constraints, etc.

https://sourceforge.net/projects/indy/
3D Engine featuring : Particles systems, hierarchical
animation, portal rendering, collision detection via
BSPs, ISOSurfaces managing, NURBS, animated 

Re: [Flightgear-devel] create craters and smoke effect

2004-07-24 Thread Arnt Karlsen
On Thu, 22 Jul 2004 20:02:25 -, Jim wrote in message 
[EMAIL PROTECTED]:

 Andy Ross said:
 
  CHANDRASEKHAR ACHALLA wrote:
   I am doing a project for Boeing where I am trying to incorporate a
   few additional features they want into Flightgear. Initially I
   need to create a crater (hole) if a plane crashes (or a missile ).
  
  Boing wants craters?  :)
 
 That's it!  I'm flying on Aerobus airliners only from now on.

..it couldn't be their and not their own, they're modelling? ;-)

 snip
  
  Alternatively, I suppose you could alpha-blend a 2D crater image
  on top of the existing geometry; something along the lines of the
  bullet holes that first person shooter games like to draw on
  walls.  For a flight simulator where the viewpoint isn't likely to
  be very near the crater, this might be sufficient.
 
 Yes and much easier.  You could even just make a model that was mostly
 flat but had a crater lip with burnt dirt texture and all that and
 just plop it on the ground in the right spot.

..crater size and depht depends on impact energy etc in RL, so you're
having your FG crater act accordingly? 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] create craters and smoke effect

2004-07-24 Thread Arnt Karlsen
On Thu, 22 Jul 2004 21:27:02 -0400, Ampere wrote in message 
[EMAIL PROTECTED]:

 On July 22, 2004 02:13 pm, CHANDRASEKHAR ACHALLA wrote:
  I need to
  create a crater (hole) if a plane crashes 
 Plane crash doesn't create craters.  All there is is a black patch.

..depends on the what is hit by what, and how.   ;-)

  (or a missile )
 ...
 
  . I also need to  
  simulate smoke and fire coming out of the crater.
 If you also want the aircraft to break apart, you can try using the
 MD11.  I have designed it so that many parts are individual objects. 
 If anyone wants to create realistic plane crash scene for the MD11, he
 or she can give one object after another an independent trajectory.

..ooo, that means FG can be used to reverse-engineer 
a wreakage trail. 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] create craters and smoke effect

2004-07-22 Thread Andy Ross
CHANDRASEKHAR ACHALLA wrote:
 I am doing a project for Boeing where I am trying to incorporate a
 few additional features they want into Flightgear. Initially I need
 to create a crater (hole) if a plane crashes (or a missile ).

Boing wants craters?  :)

This is actually kind of hard.  The existing terrain tiles weren't
really designed to have mutable geometry.  I guess what you would want
to do is identify the tile object(s) containing the crater, remove the
polygons that intersect the crater area, and replace them with
modified geometry.

Alternatively, I suppose you could alpha-blend a 2D crater image on
top of the existing geometry; something along the lines of the bullet
holes that first person shooter games like to draw on walls.  For a
flight simulator where the viewpoint isn't likely to be very near the
crater, this might be sufficient.

 I also need to simulate smoke and fire coming out of the crater.

This part is easier.  Basically, you just write an ssg node to draw it
however you like, and add it to the scene graph.  To get the
transparency correct, you will probably want to write some code to
make sure it is added late in the rendering order.

Andy


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Re: [Flightgear-devel] create craters and smoke effect

2004-07-22 Thread Curtis L. Olson
CHANDRASEKHAR ACHALLA wrote:
I am doing a project for Boeing where I am trying to incorporate a few
additional features they want into Flightgear. Initially I need to
create a crater (hole) if a plane crashes (or a missile ). I also need to
simulate smoke and fire coming out of the crater.
For creating a crater, I tried to identify the vertices in the crater area
depending on the radius of the crater and multiplied the
vertices( world coordinates ) by a factor alpha (if alpha  1.0 then
height of the vertex is lowered ). This doesn't seem to work that well
because sometimes they are no vertices or very few vertices in the
crater area.
I was also wondering if flightgear already has the fire and smoke effects.
I would appreciate if anybody has any ideas..
 

This could be complete overkill, but it's what comes immediately to mind.
Assume you have a network and the sim is getting the scenery from a 
server.  That server could be setup with all the terragear tile creation 
code and intermediate gis data (quite a few Gb of space needed.)  You 
could have some small daemon running on the scenery server that receives 
messages from the running version of FG whenever an aircraft hits the 
ground too hard.  This daemon could insert a crater model into the 
intermediate gis data and construct a new tile that includes the 
crater.  We would need to be able to tell FG to reload a particular tile 
once it is rebuilt (this would be a good capability to have for use with 
the terrasync utility as well.)

If you were running multiple display channels or multiple simuators off 
the same scenery server, they could then all see the newly created 
crater.  If you used a big enough/long enough ball of fire and smoke, 
you could hide the transition so as the initial smoke/fire starts to 
dissapate, you can begin to see the crater.

This would require some additional resources and a bit of 
administration work to set everything up.

If Boeing wants this to run on someone's laptop, it's probably a bad way 
to go, but if they want to set up a fairly sophisticated multidisplay 
simulator, or a network of simulators, it could work well.

If Boeing is willing to spend money on this, let me know and I might be 
able to do more to directly help out. :-)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] create craters and smoke effect

2004-07-22 Thread Boris Koenig
CHANDRASEKHAR ACHALLA wrote:
I was also wondering if flightgear already has the fire and smoke effects.
I would appreciate if anybody has any ideas..
The crater/fire/smoke stuff sounds a lot like the feature suggestions
that I read about a couple of days ago for a combat enabled version of
FlightGear, also if I remember correctly Curtis posted some remarks
about the whole combat issue at avsim.net - where some folks had
requested such a combat version of FlightGear.
The summary was, that most of the stuff _could_ be added to FlightGear
even without directly intending to make it a war game in the end.
Also, I do remember that there exists another project at sourceforge,
based on FlightGear to add the combat relevant stuff to FG, but I really
don't know if this is already in active development or how many
developers are involved at all, but even if these folks are just about
to make coding drafts you might be able to benefit from some of the
source modifications or just ideas involved.
Unfortunately, I don't recall the name of that project right now,
I'd suggest to search for FlightGear and combat.
Good luck

Boris
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Re: [Flightgear-devel] create craters and smoke effect

2004-07-22 Thread Ampere K. Hardraade
On July 22, 2004 02:13 pm, CHANDRASEKHAR ACHALLA wrote:
 I need to
 create a crater (hole) if a plane crashes 
Plane crash doesn't create craters.  All there is is a black patch.

 (or a missile )
...

 . I also need to  
 simulate smoke and fire coming out of the crater.
If you also want the aircraft to break apart, you can try using the MD11.  I 
have designed it so that many parts are individual objects.  If anyone wants 
to create realistic plane crash scene for the MD11, he or she can give one 
object after another an independent trajectory.

Regards,
Ampere

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