Howto:Animated jetways: Difference between revisions

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generic.xml in fgdata is still broken, but there is a repaired Version in terrrasync: http://scenemodels.flightgear.org/app.php?c=Models&a=view&id=2211
generic.xml in fgdata is still broken, but there is a repaired Version in terrrasync: http://scenemodels.flightgear.org/app.php?c=Models&a=view&id=2211
== Future Development ==
{{FGCquote
|1= I don't know if anyone remembers the Nasal-based animated jetway code I wrote a few years ago, but I'd like to rewrite it as a clean-sheet C++ subsystem. I want to eliminate the truly atrocious Nasal hacks I used in the initial implementation and make the whole thing faster and more reliable. My objectives as of now are, 1) Implement a new FGJetwayManager subsystem to replace the existing code in jetways.nas. (I have not yet decided what to do with jetways_edit.nas - it might be fixed up instead of outright replaced.) 2) Streamline the jetway model files in fgdata. I want to do away with the generic.airline.<XYZ>.xml files because they're unnecessary clutter. The C++ code can deal with these cases. 3) As for the jetway definition files themselves (<airport>.jetways.xml), the only change I'd like to make is deprecating the "elevation-m" property for each jetway, which is currently relative to the surrounding scenery, including buildings and AI craft (due to the Nasal API). Instead, I propose fixing all jetways to the ground. Rationale: The current method is unreliable (see sunken jetways at KSFO) and I can't imagine a situation when you would need a floating jetway. 4) Performance optimiations - much of this would come from plain superior code, but I also plan to introduce a user preference for "jetway density." That is, you can choose to spawn between 0 to 100% of all jetways defined for an airport. This allows the user to reduce the overhead from rendering and animating all those jetway objects (which is probably the biggest bottleneck besides the current Nasal implementation). This is what FSX does. 5) Potential idea - integration with AI traffic. So that when AI airliners park at their gates, jetways will extend to meet them. The current Nasal code makes an attempt at this, but it's very hacky and unreliable. While I think this is a cool idea, I don't want to interfere with anyone's work on the AI subsystem. I would greatly appreciate any ideas and comments on my proposal, as well as some pointers and tips on getting started with core development. :-)
|2= {{cite web
  | url    = http://sourceforge.net/p/flightgear/mailman/message/34725917/
  | title  = <nowiki>[Flightgear-devel] Animated jet bridges redux</nowiki>
  | author = <nowiki>Ryan A Young</nowiki>
  | date  = Dec 29th, 2015
  }}
}}


== Obtaining and installing ==
== Obtaining and installing ==

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