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Real life traffic in FlightGear

Connecting two computers, using generic protocol, connecting with Matlab?

Re: Real life traffic in FlightGear

Postby alex1 » Tue Jan 03, 2017 8:22 pm

Thanks for the good advice Hooray.
I'm still using perl as the Nasal built in support seems to require a server producing a property tree branch, seems like an extra formatting step.
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Re: Real life traffic in FlightGear

Postby usaaib » Thu May 04, 2017 7:45 am

Hi Alex1,

Did you complet the integration?
Can you share the code?

Regards,
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Re: Real life traffic in FlightGear

Postby alex1 » Fri Feb 09, 2018 4:24 pm

Back in April I meant that the extra step would be inefficient so I've no plans to integrate code
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Re: Real life traffic in FlightGear

Postby Hooray » Sat Feb 10, 2018 12:01 pm

Actually, we do have many related pieces available already, the most recent examples being the "Ground Services" and "Road Traffic" modules (both Nasal based):

http://wiki.flightgear.org/Ground_Services
Image

http://wiki.flightgear.org/Road_Traffic


http://wiki.flightgear.org/Traffic_Shader


As usual, our main challenge here is the usual lack of coordination/integration and collaboration among people working on related features without realizing that they're re-inventing the wheel by not teaming up with others.

Given what we have right now in the form of various Nasal scripts/modules and addons, it would not take much time to come up with a proof-of-concept that integrates a handful of existing features to join forces with others, especially those doing heavily related stuff (think OSM).
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Thanks & all the best,
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Re: Real life traffic in FlightGear

Postby Catalanoic » Sat Feb 10, 2018 12:17 pm

How you get road traffic on a 3d object like Golden Gate? Interesting to add it to some other "hand-made" bridges around the world.
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Re: Real life traffic in FlightGear

Postby Hooray » Sat Feb 10, 2018 12:19 pm

As far as I remember, Marius_A is currently using a custom list of waypoints that he obtained by "flying" the desired route with the ufo and applying a corresponding terrain/altitude offset.

So it does not exactly "scale" right now - but could be easily augmented via data from other efforts, e.g. OSM - as long as we have vector data of road networks, we could try to reproduce such vector data inside in fgfs and use that to drive the corresponding back-end logic and animate moving traffic

Another possibility would be using a moving-map style display in conjunction with some road networks and the route manager to create such traffic procedurally.
For instance, the way Stuart has been structuring the FG1000 moving-map device, it would be relatively straighforward to hook up the same device to a different (non-aircraft) back-end, which includes boats/vessels, cars and other vehicles:

http://wiki.flightgear.org/FG1000
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