From: <tho...@jy...> - 2011-06-03 07:29:35
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> If two users in parallel flying spacecrafts will see the same good then > there is no problem. But everything on Nasal is on local level, not > global core level. At least one of us is confused about how things are structured. My understanding is that there's nothing in Flightgear which guarantees that two users flying parallel get to see the same. My understanding of the multiplayer protocol is that it largely exchanges position information of models and submodels, in addition to model and livery path. If we're flying over Seattle, and you have the default scenery and I the Pacific Northwest custom scenery, I will see different terrain than you do. If I don't have your aircraft model installed, then I will see a placeholder (I think a funny-coloured glider) at your position. If I'm running live weather and you have 'Fair Weather' selected, I might have few hundred meters visibility and rain whereas you fly next to me in bright sunshine. Similarly, I don't see how you could guarantee that two spacecraft users see the same, unless they have the same models/textures/scripts for rendering Earth from high altitude installed. I have no idea what you mean by the distinction of Nasal being on a local level and the core on a global level. If you look into /Nasal/, you find scripts like multiplayer.nas, tanker.nas or redout.nas which are available whatever aircraft you have installed or whatever aircraft you are in - just as the core, they are part of every Flightgear session. But, see above, neither core nor scripts are ever global in the sense that they'd be the same for every user - if you run GIT and I run 2.0.0, the core is obviously not the same. >> Scenery models usually exist on the whole FG level... > > Earth is not scenery. Well, that's precisely my point, isn't it? You don't need a new terrain engine if you stop thinking about planets from high above as 'terrain'. >From a Celestia perspective, Earth is just a sphere with a very high resolution texture and reflection and normalmap shaders. That's something Flightgear has the functionality to render without much ado or additional coding - as a scenery model. So if, for spaceflight, you write a /Nasal/earthview.nas which periodically checks altitude and loads a large enough scenery model above 40 km while it de-activates the default terrain, you have solved the problem of implementing Celestia-like views of Earth in Flightgear. > So if choice is between redoing things what's already done and including > that things I would prefer including. There is four or five Open Source > space simulators and most of them is not so addable for modder or even > usable for end user. If them authors could put their efforts together > then we could have best space sim already. If that would happen, it would be very nice. It also would be nice if people would send me their GPL-compatible photographs of Cb clouds so that I could improve my thunderstorm textures which are rather lousy at the moment. It would also be nice if people would pool their resources to create a nice GPL-compatible database of aerial images so that we'd have raw material for texturing. All that doesn't just seem to happen... so I have to make do with what happens. It's a bit up to you - if you can get off a demo of a nice Earth view from space using existing technology, the likelihood of getting more people interested in working on the issue increases. If you wait for the best solution to be implemented up front, you may be lucky, but it also may be a long wait. Cheers, * Thorsten |