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There are three big advantages to this over a monolithic simulation (e.g. FlightGear V3.6): | There are three big advantages to this over a monolithic simulation (e.g. FlightGear V3.6): | ||
# It provides a robust environment to make the simulator multi-threaded, taking advantage of computers with multiple cores, or indeed running different parts of the simulation on different computers. | # It provides a robust environment to make the simulator multi-threaded, taking advantage of computers with multiple cores, or indeed running different parts of the simulation on different computers. | ||
# It allows us to split out parts of the simulator such as the FDM and Renderer from each other and less time-critical sub-systems such as weather so that we can get consistent (and perhaps higher) frame-rates. | # It allows us to split out parts of the simulator such as the [[FDM]] and Renderer from each other and less time-critical sub-systems such as [[Advanced weather|weather]] so that we can get consistent (and perhaps higher) frame-rates. | ||
# It provides a very good framework to allow anyone to create components that interact with FlightGear. | # It provides a very good framework to allow anyone to create components that interact with FlightGear, which may be running in their own threads, and reside in separate binaries. | ||
Stuart has started work on re-architecting FlightGear to use HLA, though this is expected to be a multi-year project. Anyone interested in the current status of development should subscribe to the Flightgear -devel mailing list. | Stuart has started work on re-architecting parts of FlightGear to use HLA, though this is expected to be a multi-year project. Anyone interested in the current status of development should subscribe to the Flightgear -devel mailing list. | ||
For additional information, please see: | For additional information, please see: |