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To understand the C++ side of things, you'll definitely also need to be familiar with OpenGL and preferably OSG, i.e. 3D graphics and 3D maths. | To understand the C++ side of things, you'll definitely also need to be familiar with OpenGL and preferably OSG, i.e. 3D graphics and 3D maths. | ||
But even if that's not your thing, reusing Stuart's code to the largest possible degree would definitely be a good idea, because he's already tackled many of the difficult issues - and creating an interface (scripting or property tree) is definitely simpler than writing such a system from scratch. | But even if that's not your thing, reusing Stuart's code to the largest possible degree would definitely be a good idea, because he's already tackled many of the difficult issues - and creating an interface (scripting or property tree) is definitely simpler than writing such a system from scratch. | ||
FlightGear's random building code is implemented as part of the SimGear library, in the tgdb folder: http://gitorious.org/fg/simgear/trees/next/simgear/scene/tgdb | |||
The most important file is SGBuildingBin.cxx: http://gitorious.org/fg/simgear/blobs/next/simgear/scene/tgdb/SGBuildingBin.cxx | |||
=== Random Buildings Scripting Interface (Hooray, Thorsten) === | === Random Buildings Scripting Interface (Hooray, Thorsten) === |