Board index FlightGear Development Scenery

Next-generation scenery generating?

Questions and discussion about enhancing and populating the FlightGear world.

Re: Next-generation scenery generating?

Postby Lydiot » Wed Apr 05, 2017 4:38 pm

Ok, well, if there is a need and a way to divide the workload I could possibly help. I don't have a server cluster, but the upcoming computer would be a high-performance one.

I'll revisit the issue if/when I get an upgrade.
Lydiot
 
Posts: 1016
Joined: Tue Oct 22, 2013 11:50 pm

Re: Next-generation scenery generating?

Postby wkitty42 » Wed Apr 05, 2017 9:57 pm

I believe running a world scenery update is a month-long affair on a high-performance computer (cluster?).


what is the definition of ""high-performance computer""?? is a 4Ghz 8-core AMD CPU on a GIGABYTE GA-990FXA-UD3 AM3+ motherboard classed as such? if so, they can be had for around $500US as parts for you to assemble... that's with 1TB HD, 16GB RAM, and an inexpensive NVIDIA card in the >$100US range... make sure you have or get a good power supply (600 watts or better)... a new case would be nice but it you have an existing one, they work well...
"You get more air close to the ground," said Angalo. "I read that in a book. You get lots of air low down, and not much when you go up."
"Why not?" said Gurder.
"Dunno. It's frightened of heights, I guess."
User avatar
wkitty42
 
Posts: 9146
Joined: Fri Feb 20, 2015 4:46 pm
Location: central NC, USA
Callsign: wk42
Version: git next
OS: Kubuntu 20.04

Re: Next-generation scenery generating?

Postby adrian » Sun May 07, 2017 1:47 am

I think psadro_gm is right. The splat plugin is starting to look good. Here is a quick experiment I made with it using fractal terrain: https://www.youtube.com/watch?v=YVPSOtQlWA0
Of course, it still needs a lot of work. Shaders are all wrong, texture scaling and lighting is completely off, no proper "Thorsten effects" to speak of, fractal octave needs tweeking and slope detection is not working well and will probably require a hefty patch to get it working correctly. Nevertheless, it show promise.
The good news is that fractal roughness can be defined per landclass, so you can control terrain smoothness.
adrian
 
Posts: 362
Joined: Wed Sep 15, 2010 3:15 pm

Re: Next-generation scenery generating?

Postby abassign » Sun May 07, 2017 7:30 am

adrian wrote in Sun May 07, 2017 1:47 am:I think psadro_gm is right. The splat plugin is starting to look good. Here is a quick experiment I made with it using fractal terrain: https://www.youtube.com/watch?v=YVPSOtQlWA0


Look this link, this is an opensource solution : https://sourceforge.net/projects/fracplanet/
Developer of the program https://wiki.flightgear.org/Julia_photoscenery_generator
FDM developer of the G91R1B aircraft https://wiki.flightgear.org/FIAT_G91R1B
JSBSim collaborator
abassign
 
Posts: 947
Joined: Mon Feb 27, 2012 6:09 pm
Location: Italy (living 5 Km from airport LIME)
Callsign: I-BASSY
Version: 2020.4
OS: Ubuntu 20.10

Re: Next-generation scenery generating?

Postby adrian » Sun May 07, 2017 5:42 pm

Corine raster test: https://www.youtube.com/watch?v=r2QIx9oVDLQ
Fractal texture shading still needs work.
adrian
 
Posts: 362
Joined: Wed Sep 15, 2010 3:15 pm

Re: Next-generation scenery generating?

Postby D-ECHO » Sun May 07, 2017 5:57 pm

Adrian, I don't know how far this can be applied to FG, but as is it looks incredebly stunning!!
D-ECHO
 
Posts: 2458
Joined: Sat May 09, 2015 1:31 pm
Pronouns: Bea (she/her)
Version: next

Re: Next-generation scenery generating?

Postby PINTO » Tue May 09, 2017 3:36 am

That looks quite good!
Actively developing the MiG-21bis (github repo) (forum thread) (dev discord) (fg wiki)

http://opredflag.com is an active flightgear dogfighting community (using a system that isn’t bombable)
User avatar
PINTO
 
Posts: 966
Joined: Wed Oct 21, 2015 7:28 pm
Callsign: pinto
Version: stable
OS: Win10

Re: Next-generation scenery generating?

Postby erik » Tue May 09, 2017 11:54 am

I like where this is going. I like it a lot.

Erik
Current: Parachutist, Paraglider, Pterosaur, Pilatus PC-9M and variants, ERCO Ercoupe, Fokker Dr.1, Fokker 50, Fokker 100
Less active: Cessna T-37, T-38, Santa Claus. Previous: General Dynamics F-16. Worked on: Wright Flyer
erik
 
Posts: 2244
Joined: Thu Nov 01, 2007 2:41 pm

Re: Next-generation scenery generating?

Postby adrian » Tue May 09, 2017 10:50 pm

Osgearth allows some interesting effects like fractal mesh refinement. Hopefully this might convince more people to look into it's integration.
Image
adrian
 
Posts: 362
Joined: Wed Sep 15, 2010 3:15 pm

Re: Next-generation scenery generating?

Postby Thorsten » Wed May 10, 2017 6:28 am

Osgearth allows some interesting effects like fractal mesh refinement


In my view a procedural heightmap is the better tool to get this kind of thing.
Thorsten
 
Posts: 12490
Joined: Mon Nov 02, 2009 9:33 am

Re: Next-generation scenery generating?

Postby MMW » Mon May 29, 2017 3:50 pm

Osgearth looks beautiful
DrivingGear Project Maroon - Automobile for Flightgear: https://projectmaroon.files.wordpress.com
MMW
 
Posts: 105
Joined: Sun Apr 16, 2017 6:52 am

Re: Next-generation scenery generating?

Postby Hooray » Tue Jun 20, 2017 8:17 pm

Referrign to the earlier comments regarding TerraGear being CPU-bound - I cannot comment on recent TG versions (psadro_gm or pappilon would be in a much better position to do so), but originally TerraGear was heavily I/O bound, and not particularly CPU bound. Obviously that may have changed "recently" (whatever that means in TG development ...)

Thus, the whole "super-computing" reference may be a red herring - because that's what was originally used to actually run TG, mainly because of the I/O it could handle and the amount of RAM available, which is to say that the more RAM you have the less swapping you need to do.

But again, psadro_gm would be in a better position to tell you what is going noaways.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
Hooray
 
Posts: 12707
Joined: Tue Mar 25, 2008 9:40 am
Pronouns: THOU

Re: Next-generation scenery generating?

Postby D-ECHO » Mon Jun 10, 2019 11:20 am

Hey :)
Just wanted to ask whether this project is still going on or whether it has stalled and if there is anything I can do to help?
D-ECHO
 
Posts: 2458
Joined: Sat May 09, 2015 1:31 pm
Pronouns: Bea (she/her)
Version: next

Re: Next-generation scenery generating?

Postby Michat » Mon Jun 10, 2019 2:09 pm

Hello, as far as I know the last running ¡ntegration was for 3.2 ( old nomenclature ), since then, I don't know the reason there weren't anymore. User is poweroftwo, the initial repo was moved into gitlab 5 years ago.https://gitlab.com/poweroftwo/fgmeta-osgearth. Also there is a repo on github by user gwaldron https://github.com/gwaldron/osgearth/tree/3.0 that seems to be active, which is kind a surprise, so maybe you can contact him for contributions.

Thanks and 29.92
User avatar
Michat
 
Posts: 1226
Joined: Mon Jan 25, 2010 7:24 pm
Location: Spain
Version: 191b
OS: MX 21 Fluxbox oniMac

Re: Next-generation scenery generating?

Postby helijah » Sun Sep 22, 2019 7:48 am

Hello, indeed I don't know why the ego of some developers doesn't allow this project to officially see the light of day.
However, with the arrival of FS 2020, the improvements of X-Plane 11 and even Aerofly FS2, the photo-textured floors are no longer an option, but simply an obligation. It is no longer a question of asking the question but of doing.

Regards Emmanuel
Some planes (and other) for FlightGear
http://helijah.free.fr
and
http://embaranger.free.fr
User avatar
helijah
 
Posts: 1338
Joined: Wed Dec 27, 2006 1:35 pm
Location: Chartres (France)
Callsign: helijah
IRC name: helijah
Version: GIT
OS: GNU/Linux

PreviousNext

Return to Scenery

Who is online

Users browsing this forum: No registered users and 8 guests