Orbiter is now open source

N_Molson

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Wow, ground-breaking news! Thanks for this, I'm confident it is a good and wise decision. 👍

I wish you the best success in your medical research, the recent events have proven us how important that field is! 🌍🧬🧫

And we'll still be there in 10 years 😉
 

Owenmck

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The vessel could have some values in the configuration file, that tell Orbiter at what impact speed / temperature it should destroy the vessel, and if those values are not exceeded, then it lets the vessel’s own code deal with it. That would allow a global destruction of vessels, whilst still allowing smaller damages and failures
 

Urwumpe

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The vessel could have some values in the configuration file, that tell Orbiter at what impact speed / temperature it should destroy the vessel, and if those values are not exceeded, then it lets the vessel’s own code deal with it. That would allow a global destruction of vessels, whilst still allowing smaller damages and failures

But much smarter would be simply using a generic DLL for the vessel, that supports a more or less sophisticated damage model.

Even if its just a configuration file based vessel - you could simply add a module to it, that handles such damages. AFAIR, my old Mayfly.dll module contained this already.
 

GLS

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My suggestion would be that he also builds up a network of "lieutenants", lest the work-load might get overwhelming.
Software-style mafia: a network of capos kicking up changes to the boss. :ROFLMAO:
 

TCR_500

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Instead of adding your joystick library into Orbiter source, code. Write input addon. Similarly to TrackIR input addon. No need to integrate things into orbiter when they can be loaded as addons.
I do have an addon that I've sort of put on hold that's supposed to be an attempt to process joystick input via the RAWINPUT API. But I'm not sure how well it would work considering the fact that the Orbiter API doesn't have a way to interface with the message loop. And the fact that when I tested it in my own application, I had to process joystick inputs before the message loop in order to get any useful response. Now that I have direct access to the message loop, I can guarantee useful response to joystick input.
 

JDat

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From my standpoint, Orbiter looks like orbital physics engine with addons.
Look on all this more wide:
Today it runs with DX7 input and is x32.
Tomorrow it will become x64 core with DX9 graphics addon.
Later it will run on linux (I hope) natively.
Then it will run over network on many raspberies + PCs to simulate great simpit.

Question is: why to insert into orbiter core Windows gibrish API and prevent Orbiter to become crossplatform? Addons in Orbiter is great thing. You can add almost anything to orbiter without messing with with core. Simply changing one joystick support with another is short term solution. Why not to look in future and do things flexible from start, instead of patching what we already have. As I said before: I see that next gen Orbiter will loose build-in MFDs (tey will be enabled in modules tab) and exist as separate DLLs (or something else in linux). The same is already true for grapjics client, ang hopefully for input modules (keyboard, mouse, joystick, Wii, TrackX etc).

Right now I already patched Kamaz ORB::Connect+Web addon and can control vessel from web+javascript. That mean: If I want I can control vessel via TCP from arduino or whatever. I will pot modifications and binary on github soon.

Your solutions tight Orbiter to Windows only (or linux + wine) and USB cable when it is possible to do input stuff over Bluetooth, Wifi, Ethernet or even LoRA. Don't glue your solution into core, give a freecom of choice. Instead of gluing joystick into core, it is more practical to add some API functions and callbacks into core for more flexible addon implementation.
 
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TCR_500

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Good points. But either way, the main loop needs to change. I don't know how cross-platform libraries work, but I imagine that they use preprocessor directives to change APIs depending on the target platform. I don't think there's anything stopping anyone from integrating my joystick library into a cross-platform library. I would love for it to be cross-platform anyways. I just don't know how to do it. Also, I have no clue how to implement force feedback without using DirectInput (which I've also never used), which was last updated for DX8.

In terms of graphics client, DX9 is rather outdated. We should be looking into DX11, which I actually have experience in because of my Sandbox 2 project for NR2003. DX11 supports hardware instancing and more flexible vertex formats. There's also DX12 (which I have not yet figured out), which is much closer to the hardware. I imagine that a mac version would use the Metal API while a linux version would use either Vulkan or OpenGL.
 

Artlav

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Oh? Did Apple balk in to the demand and decided to support Vulkan on their M1 machines?
 

jedidia

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Oh? Did Apple balk in to the demand and decided to support Vulkan on their M1 machines?

Huh... completely forgot about that side of things. No, they didn't. There's molten, but I guess that's almost as much hassle as running DirectX in vine.
But hey, you'd get almost everything else, so... 🤷‍♂️
 

Fixerger

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I think this change will bring a new life into Orbiter, thanks for all the work!
 

Arvil

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I imagine many if not almost all users here got into Orbiter like I did, online search for 'realistic space simulator', and I ran across Orbiter. That was in 2005. Thank you very much Martins for creating this awesome simulator, and releasing it so others can enjoy and help improve it, and thanks to all the team over the years for creating all the improvements, add-ons, etc. O2016 is the best so far. For you guys, it's not a job like some of the other sims, it's your hobby and passion. That's what, in my opinion, makes it still the best realistic sim out there, probably the only one that's actually real. Unfortunately, I'm not a developer, I don't know an API from a blender or C++ or anything, last programming I've done was Qbasic and a smattering of VBA, no help here. So, I content myself with Wiki editing. So, hat's off to you guys for the best sim that money can buy . . . oh, wait, it's free, that's the best part of all! Kudos for making many years of enjoyment and hope it's around for generations to come. Maybe the kids and grandkids can eventually continue the mission. :hatsoff
:cheers::probe::hailprobe::hailprobe:
 
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I just recieved this news recently and am pleasantly surprised at the spontaneity of the community to seize such an advantage. While I'm not a coder by any means, I do look forward to what advancement the community can come together! Thank you for all you have done up to this point! :hailprobe:
 

Ripley

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...
It is based on my last svn snapshot, which is probably a bit past r90 but certainly not earlier.
I have no immediate plans for releases, but whenever it feels that something worthwhile has been added and the code is in a stable condition I may push a release on github. Possibly more frequently than in the past.
...
Sorry for the late/dumb comment, but this means that there won't be SVN updates anymore, doesn't it?
 

Urwumpe

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If only the 'old' Vespucci D could be made compatible again... sigh

Sadly hard to do without having the source code, also you CAN still use it - with an older version of Orbiter. All is still there. Enjoying Orbiter 2016 with all its glory would be hard than, but well, that is what happens when the lifecycle of a software module is over...
 
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