High-Level Architecture: Difference between revisions

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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: