Decoupling the AI traffic system: Difference between revisions

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== Partitioning Rationale ==
== Partitioning rationale ==
* "[...]I think a more flexible approach may be "self-contained" modules communicating by passing "properties" over TCP. The "remote" FDM is already a possibility and there is an example of a remote joystick but how easy would it be to break up the rest of flightgear?"[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg09046.html]
* "[...]I think a more flexible approach may be "self-contained" modules communicating by passing "properties" over TCP. The "remote" FDM is already a possibility and there is an example of a remote joystick but how easy would it be to break up the rest of flightgear?"[http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg09046.html]


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For additional details regarding partioning FlightGear into distinct modules that may be run as standalone processes doing IPC via the property tree, please also see [[Modularizing, parallelizing and distributing FlightGear]].
For additional details regarding partioning FlightGear into distinct modules that may be run as standalone processes doing IPC via the property tree, please also see [[Modularizing, parallelizing and distributing FlightGear]].


== Background Information ==
== Background information ==
=== 2002 ===
=== 2002 ===
* "If one of the computers taking part in the multiplayer network has generated a bunch of AI aircraft, will they all be propagated to the rest of the multiplayer members ? If so, you might be able to dodge the processor load of full aircraft simulations, by having two computers with one having the human and a graphics display and the other having all the AI and no graphics display. Just a thought. "[http://www.mail-archive.com/flightgear-devel@flightgear.org/msg08701.html]
* "If one of the computers taking part in the multiplayer network has generated a bunch of AI aircraft, will they all be propagated to the rest of the multiplayer members ? If so, you might be able to dodge the processor load of full aircraft simulations, by having two computers with one having the human and a graphics display and the other having all the AI and no graphics display. Just a thought. "[http://www.mail-archive.com/flightgear-devel@flightgear.org/msg08701.html]
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* "This makes it more realistic because all AI objects will at last be in sync.. like all objects are in sync to humans in real life."
* "This makes it more realistic because all AI objects will at last be in sync.. like all objects are in sync to humans in real life."


== Centralized AI Traffic Injection via Multiplayer ==
== Centralized AI traffic injection via multiplayer ==
* "As you want to do it as an external application anyway, maybe the best way is to use the multiplayer protocol" [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13211.html]
* "As you want to do it as an external application anyway, maybe the best way is to use the multiplayer protocol" [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13211.html]
* "In a way you "fake" connected players on your customized server." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13215.html]
* "In a way you "fake" connected players on your customized server." [http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg13215.html]

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