Hi,
sorry for my so late answer, but I can't connect to Internet every day!
My post has developed a very big discussion. Thanks to all!!
I'm going to see the hitlist.cxx file in the hitlist directory to learn
more about the actual situation. Anyway, to realize my truck driving simulator
I need a c
marco gugel wrote:
> Hi,
> sorry for my so late answer, but I can't connect to Internet every day!
> My post has developed a very big discussion. Thanks to all!!
>
> I'm going to see the hitlist.cxx file in the hitlist directory to learn
> more about the actual situation. Anyway, to realize my tru
Frederic Bouvier wrote:
marco gugel wrote:
Hi,
sorry for my so late answer, but I can't connect to Internet every day!
My post has developed a very big discussion. Thanks to all!!
I'm going to see the hitlist.cxx file in the hitlist directory to learn
more about the actual situation. Anyway, to r
How about at a lower level, perform a sort of some sort and isolate polygons
that "face" each other, put these polygons into an array, and then only
perform intersection checks on the polygons in these arrays?
Regards,
Ampere
On May 2, 2004 12:41 pm, Erik Hofman wrote:
> There might be one step
Erik Hofman wrote:
> Frederic Bouvier wrote:
> > marco gugel wrote:
> >
> >
> >>Hi,
> >>sorry for my so late answer, but I can't connect to Internet every day!
> >>My post has developed a very big discussion. Thanks to all!!
> >>
> >>I'm going to see the hitlist.cxx file in the hitlist directory to
Erik Hofman wrote:
> There might be one step in between here, which I have been thinking of
> a bit. It would be easy to implement a bounding cylinder (2d collision
> detection) and only if there is a hit go to the bounding sphere. For
> me it looks like that approach would be much less costly as
Andy Ross writes:
>
> Erik Hofman wrote:
> > There might be one step in between here, which I have been thinking of
> > a bit. It would be easy to implement a bounding cylinder (2d collision
> > detection) and only if there is a hit go to the bounding sphere. For
> > me it looks like that approac
Hi !
If u rememember me, I`m the guy who wants to use Flight Gear for his
Master thesis and the virtual flying fitness machine. :)
I need for my thesis a working and powerful network system in flight
gear. This may go so far that you can transfer a video and audio stream
with it. So you could s
Hello, (sorry in advance if I posted to the inappropriate mailing
list)I am a senior project developer from Arianne MMORPG (http://sourceforge.net/projects/arianne/)
and we are using PLIB for our 3D Client. I was wondering if and how
you guys implemented collision detection for Flightgear us
Hi,
as I told to Andy Ross I would like to implement a truck driving simulation
in FlightGear but my doubt regards the collision detection, which is not
implemented! It's only a week that I study FlightGear code and I have now
no idea if the collision detection is reasonably implementable or not an
these
projects.
-Message d'origine-
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] la part de Florian
Schießl
Envoyé : mardi 7 décembre 2004 17:08
À : [EMAIL PROTECTED]
Objet : [Flightgear-devel] Collision Detection and Network
Hi !
If u rememember me, I`m the guy who wants to use Fligh
Hi.
It was my plan to use third parties open source solutions. If you know
good projects feel free to send me the links. thx :)
Cu, Floh
RENNUIT Antoine 203220 Thésard wrote:
I don't know if that could help you, but all you want to do (streaming,
collision detection...) already exists in open sou
---
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] la part de Florian
Schießl
Envoyé : mardi 7 décembre 2004 17:55
À : FlightGear developers discussions
Objet : Re: [Flightgear-devel] Collision Detection and Network
Hi.
It was my plan to use third parties open source solutions. If you know
good pro
On Mon, 09 Jun 2003 23:50:57 -0600,
Peter Holko <[EMAIL PROTECTED]> wrote in message
<[EMAIL PROTECTED]>:
> Hello, (sorry in advance if I posted to the inappropriate mailing
> list)
>
> I am a senior project developer from Arianne MMORPG
> (http://sourceforge.net/projects/arianne/) and we are
Marco Gugel wrote:
> as I told to Andy Ross I would like to implement a truck driving
> simulation in FlightGear but my doubt regards the collision detection,
> which is not implemented! It's only a week that I study FlightGear
> code and I have now no idea if the collision detection is reasonably
[EMAIL PROTECTED] wrote:
Hi,
as I told to Andy Ross I would like to implement a truck driving simulation
in FlightGear but my doubt regards the collision detection, which is not
implemented! It's only a week that I study FlightGear code and I have now
no idea if the collision detection is reasonabl
Erik Hofman wrote:
> Why do you think that collision detection is not implemented? You
> can crash to the ground and to the buildings (maybe even other
> aircraft?), so there must be some logic behind this.
Ground handling right now only uses a flat, horizontal ground plane at
the MSL altitude of
marco.gugel said:
> Hi,
> as I told to Andy Ross I would like to implement a truck driving simulation
> in FlightGear but my doubt regards the collision detection, which is not
> implemented! It's only a week that I study FlightGear code and I have now
> no idea if the collision detection is reaso
Andy Ross <[EMAIL PROTECTED]> wrote:
Erik Hofman wrote:
Why do you think that collision detection is not implemented? You
can crash to the ground and to the buildings (maybe even other
aircraft?), so there must be some logic behind this.
AFAIK all the FDMs share the same bug here.
it's a featu
On Friday 30 April 2004 17:50, Erik Hofman wrote:
> [EMAIL PROTECTED] wrote:
> > Hi,
> > as I told to Andy Ross I would like to implement a truck driving
> > simulation in FlightGear but my doubt regards the collision detection,
> > which is not implemented! It's only a week that I study FlightGear
Andy Ross said:
> Erik Hofman wrote:
> > Why do you think that collision detection is not implemented? You
> > can crash to the ground and to the buildings (maybe even other
> > aircraft?), so there must be some logic behind this.
>
> Ground handling right now only uses a flat, horizontal ground
On Fri, 30 Apr 2004 09:49:01 -0700
Andy Ross <[EMAIL PROTECTED]> wrote:
> Marco Gugel wrote:
> > as I told to Andy Ross I would like to implement a truck driving
> > simulation in FlightGear but my doubt regards the collision detection,
> > which is not implemented! It's only a week that I study F
On Freitag, 30. April 2004 18:57, Andy Ross wrote:
> Erik Hofman wrote:
> > Why do you think that collision detection is not implemented? You
> > can crash to the ground and to the buildings (maybe even other
> > aircraft?), so there must be some logic behind this.
>
> Ground handling right now on
On Sat, 1 May 2004 09:15:09 +0200, you wrote:
>I think we have three possible solutions from the FDM <-> Flightgear interface
>point of view.
>
>1. Have a callback function in FGInterface which is able to provide you a
>terrain level and a surface normal for a given lat/lon pair.
>
>2. On every
On Samstag, 1. Mai 2004 13:54, Wolfram Kuss wrote:
> On Sat, 1 May 2004 09:15:09 +0200, you wrote:
> >I think we have three possible solutions from the FDM <-> Flightgear
> > interface point of view.
> >
> >1. Have a callback function in FGInterface which is able to provide you a
> >terrain level a
Mathias Fröhlich writes:
>
> What this method 3 was meant to do is to minimize the callback traffic by
> having a FDM local tile cache and handling the actual queries to the
> elevation data and normals based on this cache.
> So, can somone help me out with a short descripion how flightgears surfa
On Sat, May 01, 2004 at 09:15:09AM +0200, Mathias Fröhlich wrote:
> 1. Have a callback function in FGInterface which is able to provide you a
> terrain level and a surface normal for a given lat/lon pair.
I'd even suggest also giving linear and rotational velocities for the
surface polygon(s). T
On Sonntag, 2. Mai 2004 01:18, Norman Vine wrote:
> Every thing you need, or perhaps I should say, everything FlightGear knows
> about the local scenery is contained in in the hitlist data structure.
>
> SRC / Scenery / hitlist.[ch]xx
>
> AFAIK The only doumentation is the code it self.
:)
Ok, will
On Sonntag, 2. Mai 2004 12:23, Gerhard Wesp wrote:
> On Sat, May 01, 2004 at 09:15:09AM +0200, Mathias Fröhlich wrote:
> > 1. Have a callback function in FGInterface which is able to provide you a
> > terrain level and a surface normal for a given lat/lon pair.
>
> I'd even suggest also giving line
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