FlightGear Multiplayer Server: Difference between revisions

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* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40451.html
* http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg40451.html
* https://github.com/fgx/go-fgms/blob/master/fgms/
* https://github.com/fgx/go-fgms/blob/master/fgms/
== Development ==
{{FGCquote
  |Thinking about it, it should also be possible to join some of the<br/>
multiplayer and replay code. The replay system could use the existing<br/>
encoder of the multiplay manager to generate the data packets - but<br/>
then record them locally instead of transmitting them via UDP. During<br/>
replay, these packets could then also be decoded by existing<br/>
multiplayer code. Might be worth a thought, if someone wanted to dig<br/>
in this area.
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/27298821/
    |title=<nowiki>Re: [Flightgear-devel] Replay system</nowiki>
    |author=<nowiki>ThorstenB</nowiki>
    |date=<nowiki>2011-04-02</nowiki>
  }}
}}
{{FGCquote
  |My idea would have been to drop the classic replay functionality, and<br/>
instead use the MP subsystem to record both incoming and outgoing data<br/>
(some extra properties would still need to be recorded, though, such<br/>
as weather stuff). This would allow replay of MP happenings properly.<br/>
Eventually we could also have offline rendering with custom camera<br/>
paths and such goodies.
  |{{cite web |url=http://sourceforge.net/p/flightgear/mailman/message/28062569/
    |title=<nowiki>Re: [Flightgear-devel] flight recorder / replay system</nowiki>
    |author=<nowiki>Csaba Halász</nowiki>
    |date=<nowiki>2011-09-08</nowiki>
  }}
}}


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