AutoGen scenery for FlightGear: Difference between revisions

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m (→‎Code: adding gitorious pixelcity project, port to Linux)
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Originally, PixelCity only built on Windows, but there are now a number of ports available:
Originally, PixelCity only built on Windows, but there are now a number of ports available:


* [http://bitbucket.org/PaulS/pixelcity-mac PixelCity Mac OSX port]
* [http://gitorious.org/pixel-city/pixel-city PixelCity (Linux)]
* [http://emage-software.com/ Another Mac OSX port]
* [http://github.com/elcerdo/pixelcity cmake based PixelCity building]
* [http://github.com/eglaysher/pixelcity PixelCity port for Linux]
* [http://github.com/eglaysher/pixelcity PixelCity port for Linux]
* [http://rss-glx.sourceforge.net/ Another PixelCity Linux port]
* [http://rss-glx.sourceforge.net/ Another PixelCity Linux port]


* [http://bitbucket.org/PaulS/pixelcity-mac PixelCity Mac OSX port]
* [http://emage-software.com/ Another Mac OSX port]
* [http://github.com/elcerdo/pixelcity cmake based PixelCity build]


= Porting =
= Porting =

Revision as of 19:48, 12 July 2010

Description

Use the GNU GPL PixelCity project to create autogen support for FlightGear, to dynamically create cities for populating the FlightGear scenery procedurally.

PixelCity is at the moment C++ code that uses pure OpenGL with a fixed rendering pipeline (i.e. no shaders).

There is a blog column providing in-depth details about the implementation of PixelCity: http://www.shamusyoung.com/twentysidedtale/?p=2940

To view a demo video of PixelCity, please see: http://www.youtube.com/watch?v=-d2-PtK4F6Y

Code

Official repositories:

Originally, PixelCity only built on Windows, but there are now a number of ports available:

Porting

  • It really looks cool from the distance and close up.
  • Implementing it into FlightGear requires porting the OpenGL calls to be OpenSceneGraph compatible, probably by implementing osgDrawable.
  • The current implementation only shows night-time views, so this has to be tweaked, too.
  • Another issue to take care of is interaction with existing scenery models, so the generated buildings do not interfere with our scenery models.
  • The same is true for our landcover, roads and elevation data.
  • Definitely worth some thinking. Probably as a google summer of code http://wiki.flightgear.org/index.php/GSoC project?
  • Perhaps something using blended cities?
  • You could input a street map and it would only build buildings in the lots, not on the roads.
  • Now, maybe combine that with open street map or something?
  • Also, you could then just load it fairly normally into flightgear.
  • Instead of downloading the building, it could be an option to download the files needed to make it and do it yourself.


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