TerraGear scenery build server: Difference between revisions

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|1= The only alternative to do it more quickly, in my opinion, would be using a distributed architecture - e.g. BOINC - or a cluster of servers.)
|2= {{cite web
  | url    = http://forum.flightgear.org/viewtopic.php?p=225099#p225099
  | title  = <nowiki>Re: Howto create the parking positions</nowiki>
  | author = <nowiki>elgaton</nowiki>
  | date  = Nov 21st, 2014
  | added  = Nov 21st, 2014
  | script_version = 0.23
  }}
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|1= when our main scenery resource will be gone in a couple of weeks, we will have a hard time to create a new world scenery. Generating the entire world was a job that ran continuously for days - if not weeks, even on a powerful machin with almost unlimited resources. As we have to re-think the entire process anyway, I just had the idea to use our users resources for that, probably by using something like BOINC: https://boinc.berkeley.edu/trac/wiki/AppIntro We sure need to do many tweaks within the tool-chain, but I can't think of any reason why this should not work. Does anybody have experience with BOINC or alike?
|1= when our main scenery resource will be gone in a couple of weeks, we will have a hard time to create a new world scenery. Generating the entire world was a job that ran continuously for days - if not weeks, even on a powerful machin with almost unlimited resources. As we have to re-think the entire process anyway, I just had the idea to use our users resources for that, probably by using something like BOINC: https://boinc.berkeley.edu/trac/wiki/AppIntro We sure need to do many tweaks within the tool-chain, but I can't think of any reason why this should not work. Does anybody have experience with BOINC or alike?