Using OSM Vector Data in FlightGear: Difference between revisions

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m (→‎Procedural Buildings & Cities (radi & vanosten): http://forum.flightgear.org/viewtopic.php?p=192380#p192380)
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'''Radi:''' focused on OSM buildings/bridges in the past, but is now interested in procedural city generation in general. OSM xml data for LOWI region alone is 50 MB. Might be a bit heavy a download for some users. Radi discussed this with James at FSweekend last year: we could pre-process OSM data, extract what's useful for us, and ship the outcome with our scenery. OSM buildings for LOWI would then add perhaps 1MB or so. OTOH, if this is generated at run-time (and then cached), users could decide themselves if/what OSM features they wish/can afford.
'''Radi:''' focused on OSM buildings/bridges in the past, but is now interested in procedural city generation in general. OSM xml data for LOWI region alone is 50 MB. Might be a bit heavy a download for some users. Radi discussed this with James at FSweekend last year: we could pre-process OSM data, extract what's useful for us, and ship the outcome with our scenery. OSM buildings for LOWI would then add perhaps 1MB or so. OTOH, if this is generated at run-time (and then cached), users could decide themselves if/what OSM features they wish/can afford.
I like the idea of having this generated at run-time, and I'm quite sure a c++ version could be fast enough. Raw OSM input data is too big (50 MB for LOWI), but that a) includes *everything* and b) is xml.
But storing pre-processed data could be an option. A typical scene now easily contains 50k buildings. Reducing that to, say, 10k, should fit into well under 1MB. And of course I could modify the script to generate that outline data. Perhaps we can come up with a spec of the outline data at FSweekend.


'''vanosten:''' I understand there are advantages to do stuff on the fly - it might be even faster to do calculations than reading detailed info like ac-files from the file system. However I wonder whether it really is the same thing that people try to accomplish. Together with Radi I want with osm2city make a plausible world, which satisfies also someone on sightseeing with a helicopter, who knows the area. The other is generating a plausible world. The first one needs a lot of parametrization and logic on a per object level. If the first one can be satisfied with on-the-fly processing, then I would look into porting code to C++ and learning C++. If not, then potentially we should leave the initiatives apart?
'''vanosten:''' I understand there are advantages to do stuff on the fly - it might be even faster to do calculations than reading detailed info like ac-files from the file system. However I wonder whether it really is the same thing that people try to accomplish. Together with Radi I want with osm2city make a plausible world, which satisfies also someone on sightseeing with a helicopter, who knows the area. The other is generating a plausible world. The first one needs a lot of parametrization and logic on a per object level. If the first one can be satisfied with on-the-fly processing, then I would look into porting code to C++ and learning C++. If not, then potentially we should leave the initiatives apart?

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