Hi John,
On 12 Apr 2011, at 23:58, cas...@mminternet.com wrote:
Hi Durk,
Just a thought...
Is it possible to design/redesign the AI stuff so that it propogates
across multiple computers or cores via some IPC process -- most likely
sockets. Shared memory would be ideal, but not sure how
On 12 Apr 2011, at 23:58, cas...@mminternet.com wrote:
Hi Durk,
Just a thought...
Is it possible to design/redesign the AI stuff so that it propogates
across multiple computers or cores via some IPC process -- most likely
sockets. Shared memory would be ideal, but not sure how MS or
You can say THAT again! I wonder if OSG people know that they should
also throw out stuff from cache, not just put things in!
I have been bold enough to use the CACHE_ALL for today's TGA
multiplayer event ... at the end of the 6th hour or so, FG's memory
usage reached 7.5GB, with the
On Wed, Apr 13, 2011 at 1:29 PM, thorsten.i.r...@jyu.fi wrote:
I've got a stupid question - maybe someone who knows these things can
educate me.
If I do not use texture caching, textures are loaded from harddisk every
time I need them, for each and every model.
If I do use texture caching
You can say THAT again! I wonder if OSG people know that they should
also throw out stuff from cache, not just put things in!
I have been bold enough to use the CACHE_ALL for today's TGA
multiplayer event ... at the end of the 6th hour or so, FG's memory
usage reached 7.5GB, with the
Hi Durk,
I also have a sim built of multiple machines and would add support to Johns
comments about a socket to feed or maybe even just sync AI to other
machines.
The other consideration possibility is allowing for a mechanism in future
feeding external live AI sources, for instance I have an
Harry Campigli wrote:
I also have a sim built of multiple machines and would add support to Johns
comments about a socket to feed or maybe even just sync AI to other
machines.
Folks, just from a design point of view: The more custom shortcut's are
being added now, the more burdensome it will
On 13 Apr 2011, at 00:08, Vivian Meazza wrote:
It's meant to have been fixed.
I can push the shader and effects file into git - but someone else will have
to pick up the flightgear and simgear patches
Admittedly, I only looked at the corresponding forum topic very briefly, but
the
On 13.04.2011 13:46, Frederic Bouvier wrote:
To reduce memory footprint caused by model caching, I added this code to the
begining of the main function of fgrun :
osgDB::Registry* registry = osgDB::Registry::instance();
registry-setExpiryDelay( 0. );
I suspect we can control the
Hi,
I'm having joystick issues: on start-up, all axis are in
left-most/lower-most position (reporting -1). Only once I have moved
each axis for the first time, do I get valid positions. Hardly
noticeable with most planes, since -1 means throttle is idle - so full
left-rudder/pushed-aileron
On Wed, Apr 13, 2011 at 9:16 PM, ThorstenB bre...@gmail.com wrote:
* or it's all our fault, our leak alone - more or less unrelated to caching.
I think the latter is (still) the case. I already posted some weeks ago
that I was seeing loads of leaked objects. I managed to fix a few things
at
Harry Campigli wrote:
I also have a sim built of multiple machines and would add support to
Johns
comments about a socket to feed or maybe even just sync AI to other
machines.
The other consideration possibility is allowing for a mechanism in future
feeding external live AI sources, for
cas...@mminternet.com wrote:
However, a quick search indicates there is an open source HLA on sourceforge
License is Apache License V2.0, no idea how that compare to GPL or LGPL,
but might be worth a look-see. Whatever, it is going to take time and
effort (cost) to make FG compliant [...]
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