FlightGear high-level architecture support: Difference between revisions

Jump to navigation Jump to search
Line 20: Line 20:


Basically, better HLA support will make it possible for FlightGear to be split into "components" (each running in a dedicated process or in separate thread within the main FlightGear process), making better use of multi-core architectures (SMP), while decouple the flight simulation from the "viewer" part (i.e. visualization), so that steady/reliable frame rates can be achieved (see [[FGViewer]]).
Basically, better HLA support will make it possible for FlightGear to be split into "components" (each running in a dedicated process or in separate thread within the main FlightGear process), making better use of multi-core architectures (SMP), while decouple the flight simulation from the "viewer" part (i.e. visualization), so that steady/reliable frame rates can be achieved (see [[FGViewer]]).
{{cquote|I will provide a different renderer  sometime in the future where I aim to provide better isolation of this kind of renderer options so that people with very different aims can probably coexist better.<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39180.html |title=Color-shifts for textures|author=Mathias Fröhlich |date= Sun, 27 Jan 2013 08:45:22 -0800}}</ref>|Mathias Fröhlich}}
{{cquote|supporting the option of different viewer / rasteriser front-ends is by far the best solution here, since there are different requirements for
different use-cases and target users. Plenty of people are interested in the kind of effects Thorsten's uber-shader and atmospheric model can provide, but plenty of others care more about a solid 60Hz (or even higher), and still others would prefer a solution that works with the fixed-funtion pipeline. And then there's Rembrandt as yet another rendering configuration. My plan in parallel with / after 2.12 is to work with Mathias' HLA code to make
this separation possible, unless of course he beats me to it :)<ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39181.html |title=Color-shifts for textures|author=James Turner |date=Sun, 27 Jan 2013 09:35:43 -0800}}</ref>|James Turner}}


{{cquote|There's a larger issue here, that 'soon' (likely during the summer) I want to start restructuring the codebase into multiple processes, so we can support different rendering architectures (and use multiple CPUs) better. That's Mathias Fröhlich's HLA/RTI work, and indeed he has done the recent work on extending fgviewer to test changes to the current terrain system. <ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39693.html |title=Generating ground textures on the fly?|author=James Turner |date=Mon, 11 Mar 2013 15:24:07 -0700}}</ref>|James Turner}}
{{cquote|There's a larger issue here, that 'soon' (likely during the summer) I want to start restructuring the codebase into multiple processes, so we can support different rendering architectures (and use multiple CPUs) better. That's Mathias Fröhlich's HLA/RTI work, and indeed he has done the recent work on extending fgviewer to test changes to the current terrain system. <ref>{{cite web |url=http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg39693.html |title=Generating ground textures on the fly?|author=James Turner |date=Mon, 11 Mar 2013 15:24:07 -0700}}</ref>|James Turner}}

Navigation menu