statto wrote in Tue Jun 13, 2017 1:18 am:Is there a plan for the next world scenery build? If so, what's the plan? If not, what needs to happen to make it work?
curt wrote in Tue Jun 13, 2017 2:14 pm:To address the thoughts about sharing the load of a new world build, it has been my experience that the overwhelming bottleneck is data, not computations. An effective world building system needs to access and transfer a *lot* of data, even on a local network, transferring data back and forth, reading, saving, etc. by far outweighs the computational time. Disk bandwidth and network bandwidth are the limiting factors.
Best regards,
Curt.
Postby psadro_gm » Tue Jul 10, 2012 9:15 pm
Yes, it is also a goal of mine to document the design, and what exactly each tool does in terragear. This is for the sole purpose of attracting new developers. A while back, Ralf Gerlich did an outstanding job documenting the .btg file format. http://wiki.flightgear.org/BTG_file_format This helps tremendously with brainstorming ideas how to add things like multiple texture coordinates per vertex, etc.
If the terragear toolchain was documented somewhere (not just how to make scenery, but what it is doing to actually generate textured triangles), perhaps more people would give it a longer chance at learning the code. I've heard several people try, then give up. I've been there myself.
Here is the wiki I started a couple weeks ago. I've been busy coding, so I haven't gotten to the good stuff yet...
There's a lot of data that's on a mapserver that would take the continental U.S. and give it the Europe treatment...
We also don't need to generate everything at once, especially if there are going to be random failures. Australia honestly would be a good starting point - it's an island, it's fairly large so something will break, it's now got data for nicer custom scenery, and I've checked to make sure there wouldn't be any edge problems along degree lines.
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