FlightGear Newsletter July 2012: Difference between revisions

Jump to navigation Jump to search
Prepare for publication
(Prepare for publication)
Line 3: Line 3:


''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''
''We would like to emphasize that the monthly newsletter can not live without the contributions of FlightGear users and developers. Everyone with a wiki account (free to register) can edit the newsletter and every contribution is welcome. So if you know about any FlightGear related news or projects such as for example updated scenery or aircraft, please do feel invited to add such news to the newsletter.''
== Release status ==
On July, 17th, the release branches were created in the [[Git]] repositories of the source-code and data. This was the last major step in our [[Release Plan]] before the actual release of FlightGear 2.8.0. During the next two weeks, we are working hard to remove the last known bugs in the code before we start creating the packages for the major platforms. Please help us find bugs by testing the release candidates that are offered at the bottom of [http://www.flightgear.org/download/ this page]. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].
To get an impression of what has changed since our last release (2.6.0), a changelog is currently being written at [[Changelog 2.8.0]] (work in progress).
== 15 years of FlightGear, screenshot contest ==
To celebrate FlightGear's 15th birthday (July 17), we decided to organise a screenshot contest. Starting at August 1, two weeks of public voting will follow, leading to the winners being announced on August 18 with the release of FlightGear 2.8.0. The winning screenshots will be used to promote FlightGear to the wider public.
We would like to thank the 37 people that submitted a combined total of 165 screenshots. Vote for your favourites at [http://flightgear.org/contest flightgear.org/contest]!
Interested in reading more about FlightGear's history? See [[FlightGear History]].


== Development news ==
== Development news ==
=== Adopting the new Canvas 2D rendering system ===
=== Adopting the new Canvas 2D rendering system ===


Line 14: Line 25:


In contrary to using some hardcoded GUI system (PUI, osgWidget, etc.) this approach would give much more flexibility and also the means of modifying and creating new widgets without the need to touch any core code.
In contrary to using some hardcoded GUI system (PUI, osgWidget, etc.) this approach would give much more flexibility and also the means of modifying and creating new widgets without the need to touch any core code.


With the Canvas system every type of widget would be possible, so that also things like submenus can be realized.
With the Canvas system every type of widget would be possible, so that also things like submenus can be realized.
Line 22: Line 32:


Basically, adopting the new canvas system for such and similar purposes, will mean that tons of old/oudated C++ code can be phased out and replaced by a single consistent implementation in C++, that is using modern C++/OSG code - which ultimately also means that OSG itself can make more assumptions about what's being rendered, so that more optimizations (= better frame rates) can be more easily accomplished by using OSG coding patterns and protocols, instead of outdated/custom/3rd party libraries which would need to be manually baked into the existing FG/SG/OSG eco system.
Basically, adopting the new canvas system for such and similar purposes, will mean that tons of old/oudated C++ code can be phased out and replaced by a single consistent implementation in C++, that is using modern C++/OSG code - which ultimately also means that OSG itself can make more assumptions about what's being rendered, so that more optimizations (= better frame rates) can be more easily accomplished by using OSG coding patterns and protocols, instead of outdated/custom/3rd party libraries which would need to be manually baked into the existing FG/SG/OSG eco system.


Now what's cool about the canvas system is that it's integrated in such a fashion that it will keep working with the old GUI code still in place.In addition, all of the exsting GUI features (layouting, XML processing) are implicitly supported due to the way the canvas system is implemented. These are real roadblocks when implementing a new GUI library next to PUI, because all of the existing stuff would need to be explicitly ported (either in C++ space or by converting tons of XML files).
Now what's cool about the canvas system is that it's integrated in such a fashion that it will keep working with the old GUI code still in place.In addition, all of the exsting GUI features (layouting, XML processing) are implicitly supported due to the way the canvas system is implemented. These are real roadblocks when implementing a new GUI library next to PUI, because all of the existing stuff would need to be explicitly ported (either in C++ space or by converting tons of XML files).
Line 30: Line 39:


In addition, by using the canvas system for GUI widgets, it would also be possible to render aircraft instruments, MFDs, HUDs etc '''inside''' GUI dialogs, too.
In addition, by using the canvas system for GUI widgets, it would also be possible to render aircraft instruments, MFDs, HUDs etc '''inside''' GUI dialogs, too.


{{#ev:youtube|CIS8UyuJLgM}}
{{#ev:youtube|CIS8UyuJLgM}}
Line 41: Line 49:


Since the textures are computed dynamically, it is also possible to let the terrain elevation or slope influence the result (as demonstrated by the existing snow and transition effect shaders). Using procedural texturing in the terrain shader to mix several textures and add environment effects allows to render the Flightgear terrain in unprecedented visual detail. The dynamical texture generation hides the seams between different landclasses, can generate terrain roughness at a high level of detail, can easily add the effect of light reflection from water puddles in wet terrain and can be used for extremely high resolution texturing of airport landclasses.
Since the textures are computed dynamically, it is also possible to let the terrain elevation or slope influence the result (as demonstrated by the existing snow and transition effect shaders). Using procedural texturing in the terrain shader to mix several textures and add environment effects allows to render the Flightgear terrain in unprecedented visual detail. The dynamical texture generation hides the seams between different landclasses, can generate terrain roughness at a high level of detail, can easily add the effect of light reflection from water puddles in wet terrain and can be used for extremely high resolution texturing of airport landclasses.


[[File:Proc01.jpg|400px|Terrain detail heightmap texturing]]
[[File:Proc01.jpg|400px|Terrain detail heightmap texturing]]
Line 50: Line 57:


(all screenshots taken in default scenery)
(all screenshots taken in default scenery)
=== Mailing list digest ===
(by far the easiest option to populate the newsletter with contents is copying/pasting stuff from the forum and the mailing list or the git logs)
=== Forum digest ===
=== Git digest ===
=== Getting involved as a programmer ===
Please see [[Howto:Start core development]]
== Interview with a contributor (NAME) ==
''In each edition we have an interview with a contributor. Suggestions for possible questions are available on [[interview questions]], you are invited to come up with new questions and interview ideas obviously! Anyone is free to write an interview (with him-/herself or others) for next month's newsletter! If you'd like to help interview a contributor or get interviewed, please do consider adding yourself to the [[list of interview volunteers]]! To keep this going and less awkward, we are currently trying to come up with the convention that former interviewees become next month's interviewers.''
* How long have you been involved in FlightGear?
* What are your major interests in FlightGear?
* What project are you working on right now?
* What do you plan on doing in the future?
* Are you happy with the way the FlightGear project is going?
* What do you enjoy most about developing for FlightGear?
* Are there any "hidden features" you have worked on in FlightGear that new users may miss?
* What advice can you give to new developers who want to get started on their first aircraft/new feature/Nasal script?
More questions are being collected here: [[Interview questions]].
Stay tuned for next month's interview, featuring FlightGear contributor XXXXXXXX
== Snapshot releases ==
Every now and then, easy-to-install development snapshots are created (usually, twice montlhy). These snapshos depict a recent state of the development version of FlightGear. By using them users can test out features that will be included in the upcoming release. Testers are encouraged to file bugs at [http://code.google.com/p/flightgear-bugs/ the issue tracker].
The snapshot can be download via the links at the bottom of this page: http://www.flightgear.org/download/. Updates and feedback can be found [http://flightgear.org/forums/viewtopic.php?f=28&t=10488&p=144233&hilit=snapshot#p144233 at the forum].
== Nasal for newbies ==
== New software tools and projects ==
== FlightGear addons and mods ==


== In the hangar ==
== In the hangar ==
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.
All the way back in May 2011, we addopted a new status-rating system for aircraft. So far, only a few have actually been rated, as can be seen in the list 'hockenberry' set up at [https://docs.google.com/spreadsheet/ccc?key=0ApzphjA4w05ndF94Y2F0bzJTbHQ5QTJXZXJRcUVRbWc&hl=en_US Google Docs]. If you're an aircraft developer and your aircraft is/are not on the list, please consider rating their status. All you'll need to know/do is described at [[Formalizing Aircraft Status]]. If you'd just like to get started contributing to FlightGear, this would also seem like an excellent way to get started.


=== A new hangar: Lukas' hangar ===
=== A new hangar: Lukas' hangar ===
A new hangar for Flightgear has opened: Lukas' hangar. There you can find some Liveries and Scenery projects, inter alia airports of the Balearic and Canary Islands. The best is that you have a look in [http://lukashangar.jimdo.com/ Lukas' hangar].
A new hangar for Flightgear has opened: Lukas' hangar. There you can find some Liveries and Scenery projects, inter alia airports of the Balearic and Canary Islands. The best is that you have a look in [http://lukashangar.jimdo.com/ Lukas' hangar].


== Comunity news ==
== Scenery corner ==
FlightGear
=== Manhattan shapefile ===
=== New aircraft ===
[[File:Manhattan v0 vs cs-osm.png|thumb|270px|Custom scenery with OSM line data (left) versus v0 landclassing.]]
Gijs' handmade shapefile for Manhatten, New York is finally available at [http://mapserver.flightgear.org the mapserver]. Compared to the current (v0) shapefiles, the custom shapes are much more accurate and have a higher level of detail. The most obvious improvements are the additional parks and the islands, including Liberty Island.


=== Updated aircraft ===
Those of you that know how to use [[TerraGear]] can build Manhattan, others will see it in a next scenery build.
 
=== Liveries ===


== Scenery corner ==
=== Tools ===
=== Tools ===
FlightGear made it again. For the first time in flight simulators history, it's never been that easy to contribute to scenery! If you have already copy/pasted once in your life, then you are able to contribute to FG scenery! A direct copy/paste of new objects lines (STG format) in a webform now allows you to update scenery objects all over the world for all FG users using Terrasync.
FlightGear made it again. For the first time in flight simulators history, it's never been that easy to contribute to scenery! If you have already copy/pasted once in your life, then you are able to contribute to FG scenery! A direct copy/paste of new objects lines (STG format) in a webform now allows you to update scenery objects all over the world for all FG users using Terrasync.
Line 124: Line 88:


=== Mapserver ===
=== Mapserver ===
[[File:Mapserver - Update and Delete links.png|thumb|Mapserver showing update and deletion links.]]
[[File:Mapserver - Update and Delete links.png|thumb|270px|Mapserver showing update and deletion links.]]
Some mapserver news here, as we have not been talking about this very useful tool for a while. Mapserver has been going through updates this month, one of the most useful being the possibility to view details on a object and to edit/delete it directly from the map. This has never been so easy to update/delete a shared object directly from the map (see the screenshot). Note that you need to have a sufficient zoom factor (>=16) to see the red arrows appear, then you can click on them. Special thanks to Martin, Julien and Gijs for updating and testing this tool.
Some mapserver news here, as we have not been talking about this very useful tool for a while. Mapserver has been going through updates this month, one of the most useful being the possibility to view details on a object and to edit/delete it directly from the map. This has never been so easy to update/delete a shared object directly from the map (see the screenshot). Note that you need to have a sufficient zoom factor (>=16) to see the red arrows appear, then you can click on them. Special thanks to Martin, Julien and Gijs for updating and testing this tool.
To use it, please have a look [http://mapserver.flightgear.org/popmap/?lat=52.47492&lon=13.38199&zoom=16&layers=B00FFTTTTT here].
To use it, please have a look [http://mapserver.flightgear.org/popmap/?lat=52.47492&lon=13.38199&zoom=16&layers=B00FFTTTTT here].
=== Manhattan shapefile ===
[[File:Manhattan v0 vs cs-osm.png|thumb|270px|Custom scenery with OSM line data (left) versus v0 landclassing.]]
Gijs' handmade shapefile for Manhatten, New York is finally available at [http://mapserver.flightgear.org the mapserver]. Compared to the current (v0) shapefiles, the custom shapes are much more accurate and have a higher level of detail. The most obvious improvements are the additional parks and the islands, including Liberty Island.
Those of you that know how to use [[TerraGear]] can build Manhattan, others will see it in a next scenery build.


=== OpenStreetMap license update ===
=== OpenStreetMap license update ===
As you will probably know, [[OpenStreetMap]] is changing its license. When the license change is completed, we will be able to use OSM data in the official FlightGear scenery. As not all OSM contributors agreed to the new license, data from those sources had to be removed. This "redaction process" is completed as of the end of July. Even tough this is a big step forward, ''the license hasn't changed yet''. See the OSM blog for updates and latest news on the matter: http://blog.osmfoundation.org/
As you will probably know, [[OpenStreetMap]] is changing its license. When the license change is completed, we will be able to use OSM data in the official FlightGear scenery. As not all OSM contributors agreed to the new license, data from those sources had to be removed. This "redaction process" is completed as of the end of July. Even tough this is a big step forward, ''the license hasn't changed yet''. See the OSM blog for updates and latest news on the matter: http://blog.osmfoundation.org/
=== Airports ===
== Aircraft of the month ==
== Airport of the month ==
== Screenshot of the month ==
== Suggested flights ==
== Aircraft reviews ==
== Wiki updates ==
===New articles===
<DynamicArticleList>
  type=new
  count=10
</DynamicArticleList>
===New aircraft articles===
<DynamicArticleList>
  type=new
  count=10
  categoryRoot=Aircraft
</DynamicArticleList>
===Most popular newsletters===
<DynamicArticleList>
  type=hot
  count=5
  categoryRoot=FlightGear Newsletter
</DynamicArticleList>


== Community news ==
== Community news ==
=== FlightGear on YouTube ===
=== FlightGear on YouTube ===
Fallen- revisited his old style video recording flying from San Francisco Int. to the Nimitz carrier, but at night with the new Rembrandt enabled F-14 Tomcat with new lights coming to FlightGear.
Fallen- revisited his old style video recording flying from San Francisco Int. to the Nimitz carrier, but at night with the new Rembrandt enabled F-14 Tomcat with new lights coming to FlightGear.


Line 173: Line 102:
{{#ev:youtube|q951rsP0DBk}}
{{#ev:youtube|q951rsP0DBk}}


=== New tutorials and screencasts ===
=== Forum news ===
=== Multiplayer ===
=== Multiplayer ===
Two more multiplayer servers have been setup:<br />
Two more multiplayer servers have been setup:<br />
Line 183: Line 110:
:Also hosts a new [http://mpserver16.flightgear.org/ Server Status] page.
:Also hosts a new [http://mpserver16.flightgear.org/ Server Status] page.


=== Virtual airlines ===
=== FlightGear events ===
== Useful links ==
== And finally ... ==
== And finally ... ==
=== Contributing ===
=== Contributing ===
Line 196: Line 119:
* The [[OpenRadar]] project is looking for a new maintainer.
* The [[OpenRadar]] project is looking for a new maintainer.
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.
* The [[FGFSPM]] (FlightGear Package Manager) is looking for a new maintainer.
=== Did you know ===


[[Category:FlightGear Newsletter|2012 07]]
[[Category:FlightGear Newsletter|2012 07]]

Navigation menu