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| Orbiter Visualization Project Orbiter external graphics development. |
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#466 |
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SSU GSE Specialist
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asmi: Could you provide an example of the reworked exhaust smoke trails? Currently Orbiter uses textures for this. What is your approach going to be?
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#468 |
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Moderator
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I've just pulled your tagged version, asmi. Did you intend to continue my numbering scheme or was it just coincidence?
In any case, I didn't really think much about it. Would it make sense to discuss the numbering scheme a bit? On a side note: I tested Ascension Ultra with the D3D11Client main branch, and noticed a problem with the configuration file reader. If there are comment lines inside a block, the system hangs on startup. I'm already working on it and can link you a changeset this evening... regards, Face |
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#469 |
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Addon Developer
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0.minor.buildtype.buildnumber minor - I increment minor version every time there are major changes. buildtype - it's "a" for alpha builds, "b" for beta builds, "rc" for release candidate builds, "r" for release builds buildnumber - it's just a sequential number since label has been applied Once we're happy with the client (which I think is never gonna happen ) we'll assign a major version 1, and will move on.Buildnumber is set during the build, all the rest is a tag in source control. So current alpha builds have versions 0.4.a.XX, once we'll start public beta testing, it will be 0.4.b.XX, once client is more or less stable and most of major bugs are fixed we'll move on to 0.4.rc.XX, and eventually to 0.4.r.XX (if by that time the won't be another batch of major changes, otherwise the cycle will start all over with 0.5 version family). UPDATE: On a second thought, maybe we should just ditch a major version alltogether and use version like 4.a.XX... Hmmm... What do you think of that? Quote:
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#470 |
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Moderator
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That is why my try was to have the usual major.minor scheme with the meaning that major increases with every milestone reached, and minor increases with every release point. It is also reflected in the labeling of the client window/splash screen like so (see code):
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![]() Face |
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#471 |
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Addon Developer
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Can you pls commit changes to my fork? If you can, please do it for both "D3D11Client" and "D3D11Client - Terrain" branches. |
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#472 |
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Crazy about real time sims
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ok here goes my attempt to derail the thread again...
so asmi, you were talking about collisions of vessels with terrain earlier. For this when a vessel touches the terrain it would still be far from the spherical surface of the planet which its on. Thus Orbiter would try to pull the vessel down towards the surface. Then to keep the vessel on the terrain you would need to somehow override the behavior of Orbiter, specifically take control of the vessel's state. Can this be done in the client i.e. totally ignoring the state received from Orbiter core and setting one's own position ? |
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#473 |
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Addon Developer
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#474 |
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Crazy about real time sims
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hmm, ok. I thought that you receive the co-ordinates of the vessel in a callback function. Then draw it in a d3d11 window. So if you choose to ignore the position and draw the vessel at say (0,10,0) instead of (0,0,0), the user will see the vessel rendered higher and not at the surface.
(Just an example, I am assuming 0,0,0 to be at the surface). Anyway since you are not implementing collision its not relevant. I was exploring the possibility of overriding orbiter's data in the client to add extra features if needed. Last edited by dumbo2007; 05-30-2012 at 02:50 AM. |
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#475 |
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Addon Developer
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As for the physical simulation - as I said - apply force to a vessel, and Orbiter's core will take care of the rest. It's actually much easier than to calculate coordinates yourself, and this way you don't actually need a way to set these coordinates - to do that you need nothing more than VESSEL::AddForce() and Newton laws of motion. Last edited by asmi; 05-30-2012 at 04:25 AM. |
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#476 |
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Moderator
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It already is on the D3D11Client branch. As for the Terrain branch, do you mean just duplicating (cherry-picking) the changesets or merging in the changes? |
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#477 |
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Addon Developer
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#480 |
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Orbinaut
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To get all features of D3D11 (terrain, atmosphere, etc.), i have to download only the latest file (in the ltest link) or I have to get some basic files?
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