Using OSM Vector Data in FlightGear: Difference between revisions

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→‎Background: http://forum.flightgear.org/viewtopic.php?f=5&t=16083&hilit=random+nail+hit#p155723
m (→‎Procedural Airports (psadro_gm, zakalawe, papillon81): http://flightgear.org/forums/viewtopic.php?p=176132#p176132)
m (→‎Background: http://forum.flightgear.org/viewtopic.php?f=5&t=16083&hilit=random+nail+hit#p155723)
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== Background ==
== Background ==
This is referring to procedural/autogen scenery generation/enrichment (buildings, cities, roads, bridges and power lines) via OSM data.
This is referring to procedural/autogen scenery generation/enrichment (buildings, cities, roads, bridges and power lines) via OSM data.
The probem is that (as usual) people pull into different directions.
Stuart has a 'random with certain moderately simple rules' algorithm with the aim to be as fast as possible without generating nonsense like overlapping or floating buildings. This probably means you can't have fancy night illumination, too much individual configuration or realistic arrangements beyond a point, and all placement info is encoded in the texture sheet (that's not a bad feature, because that means random buildings stay in sync with the underlying sheet!)


We've seen quite a few people working on this independently in 2013 and making very promising progress in different fields.
We've seen quite a few people working on this independently in 2013 and making very promising progress in different fields.

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