Unfortunately introducing real world AI is not only awkward from the
maintainability with different sources point of view. Its best kept as
separate from FG as possible in my view.
It clashes with scheduled AI aircraft, in that they can appear twice and
cant do as good a job in the sim environment
cas...@mminternet.com wrote:
> However, a quick search indicates there is an open source HLA on sourceforge
> License is Apache License V2.0, no idea how that compare to GPL or LGPL,
> but might be worth a look-see. Whatever, it is going to take time and
> effort (cost) to make FG compliant [...]
> Harry Campigli wrote:
>
>> I also have a sim built of multiple machines and would add support to
Johns
>> comments about a socket to feed or maybe even just sync AI to other
machines.
>
>> The other consideration possibility is allowing for a mechanism in future
>> feeding external live AI sour
On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB wrote:
> * or it's all our fault, our leak alone - more or less unrelated to caching.
>
> I think the latter is (still) the case. I already posted some weeks ago
> that I was seeing loads of leaked objects. I managed to fix a few things
> at the time
>
>
Hi,
I'm having joystick issues: on start-up, all axis are in
left-most/lower-most position (reporting "-1"). Only once I have moved
each axis for the first time, do I get valid positions. Hardly
noticeable with most planes, since "-1" means throttle is idle - so full
left-rudder/pushed-aileron
On 13.04.2011 13:46, Frederic Bouvier wrote:
> To reduce memory footprint caused by model caching, I added this code to the
> begining of the main function of fgrun :
>
> osgDB::Registry* registry = osgDB::Registry::instance();
> registry->setExpiryDelay( 0. );
>
> I suspect we can control
On 13 Apr 2011, at 00:08, Vivian Meazza wrote:
>
> It's meant to have been fixed.
>
> I can push the shader and effects file into git - but someone else will have
> to pick up the flightgear and simgear patches
>
Admittedly, I only looked at the corresponding forum topic very briefly, but
th
Harry Campigli wrote:
> I also have a sim built of multiple machines and would add support to Johns
> comments about a socket to feed or maybe even just sync AI to other
> machines.
Folks, just from a design point of view: The more custom shortcut's are
being added now, the more burdensome it wil
Hi Durk,
I also have a sim built of multiple machines and would add support to Johns
comments about a socket to feed or maybe even just sync AI to other
machines.
The other consideration possibility is allowing for a mechanism in future
feeding external live AI sources, for instance I have an a
> > You can say THAT again! I wonder if OSG people know that they should
> > also throw out stuff from cache, not just put things in!
> > I have been bold enough to use the CACHE_ALL for today's TGA
> > multiplayer event ... at the end of the 6th hour or so, FG's memory
> > usage reached 7.5GB, wit
On Wed, Apr 13, 2011 at 1:29 PM, wrote:
>
> I've got a stupid question - maybe someone who knows these things can
> educate me.
>
> If I do not use texture caching, textures are loaded from harddisk every
> time I need them, for each and every model.
>
> If I do use texture caching but my memory
> You can say THAT again! I wonder if OSG people know that they should
> also throw out stuff from cache, not just put things in!
> I have been bold enough to use the CACHE_ALL for today's TGA
> multiplayer event ... at the end of the 6th hour or so, FG's memory
> usage reached 7.5GB, with the exte
On 12 Apr 2011, at 23:58, cas...@mminternet.com wrote:
> Hi Durk,
>
> Just a thought...
>
> Is it possible to design/redesign the AI stuff so that it propogates
> across multiple computers or cores via some IPC process -- most likely
> sockets. Shared memory would be ideal, but not sure how MS
Hi John,
On 12 Apr 2011, at 23:58, cas...@mminternet.com wrote:
> Hi Durk,
>
> Just a thought...
>
> Is it possible to design/redesign the AI stuff so that it propogates
> across multiple computers or cores via some IPC process -- most likely
> sockets. Shared memory would be ideal, but not su
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