Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] create craters and smoke effect
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] create craters and smoke effect
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
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] create craters and smoke effect
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] create craters and smoke effect
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel