Hi,
I understand that generating the scenery from the raw data takes quite some CPU time.
How about creating a BOINC project which could harness the idle CPU-power of many users to assist with this job?
MyName wrote:I recently replaced my slow AMD Sempron 3000+ CPU with a AMD Athlon II X4... It really made a difference in the games I have, as the processor was bottlenecking the system, but I think I don't play enough to make good use of this CPU. I already know about F@H, SETI@HOME, BOINC, etc. but I wanted to do something to this project as well. I thought that scenery compilation was demanding, so I thought of setting up a VM on this system with scenery compilation tools. I don't know the system that you(scenery developers) use, but this might come in handy if your system is slow. If there is enough interest I'll look into this and try and implement it.
(I currently have 2 GB of RAM, but I'm obviously going to increase this before setting it up)
elgaton wrote:Therefore, we could adopt an even simpler approach:Clients would thus only need to perform an HTTP request that includes an "If-Modified-Since" header to check whether the scenery has changed or not. (Any correctly configured HTTP server would thus serve the updated tile or issue a "Not modified" response). The only caveat is that, if we decide to use a network of mirrors rather than a single site, timestamps on files should be synchronized (otherwise, should the client decide to change the used mirror, it might be tricked into downloading the same scenery again when it's not necessary to do it).
- improve the existing tools (and add new ones) to support regenerating a single tile without depending on the surrounding ones;
- expand the FlightGear Scenery Database webforms, if needed, to allow any FG user to submit improvements that can not be done via the Airport Gateway or OSM;
- periodically grab all improvements from OSM/the Airport Gateway via their APIs;
- regenerate the single tiles using a distributed system like BOINC (see this page on the wiki);
- publish the scenery via HTTP (from a single website or a network of mirrors).
Torsten wrote:Hi all,
when our main scenery resource will be gone in a couple of weeks, we will
have a hard time to create a new world scenery. Generating the entire world
was a job that ran continuously for days - if not weeks, even on a powerful
machin with almost unlimited resources.
As we have to re-think the entire process anyway, I just had the idea to
use our users resources for that, probably by using something like
BOINC: https://boinc.berkeley.edu/trac/wiki/AppIntro
We sure need to do many tweaks within the tool-chain, but I can't think of
any reason why this should not work.
Does anybody have experience with BOINC or alike?
Torsten
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