Hi folks,
Hopefully I would like to start a discussion of Flightgear code
optimisation.
My first thoughts are that fgfs divides logically into a number of
sub-systems:
a) Flight Dynamics Modelling (FDM)
b) Exterior View
c) Cockpit input and output ie joystick controls,switches and displays.
d) Motion system
but for time being I am going to disregard the last!!
These sub-systems could be physically separated into "processes"
(programs,
threads - whatever you like to call them) and inter-linked with IPC eg
tcp/ip,
Unix sockets,etc.
This would enable:
1) a critical block analysis (CBA) to be run on each sub-system to
identify the most
frequently used code which can then be optimised by any number of
techniques.
eg compiler optimisation,manual optimisation, re-writing in a more
"efficient
language" (without wishing to start a flame war, C++ and Object
Orientated
languages may be ideal for code development but I know of no object
orientated
hardware so they may not get the best out of the available
hardware.)
2) running the different sub-systems on different inter-linked
computers and indeed
on different hardware (Intel is not famed for its floating point
arithmetic so FDM may
be better on PowerPC,UltraSPARC etc but there is a great range of
graphics hardware
which makes Linux/Intel flexible for "view" and "cockpit").
3) tuning the "frame" rate of individual sub-systems (the FDM itself
may benefit
from different and variable frame rate for the "lateral" and
"rotational" elements
of the aerodynamical derivative integrations)
These are just my first thoughts without tracking through every line of
code as yet so
maybe some of this has already been done? I dont want to repeat things
that have already
been chewed over so any ideas would be welcome.
cheers
Jim
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