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Conference 501clb::flight

Title:Welcome to FLIGHT
Notice:For the FLIGHT V3.1 kit, see note 507
Moderator:LHOTSE::DAHL
Created:Tue Jun 24 1986
Last Modified:Fri Jun 06 1997
Last Successful Update:Fri Jun 06 1997
Number of topics:1431
Total number of notes:12344

1430.0. "Flight: The Next Generation (requirements)" by PCBUOA::BAYJ (Jim, Portables) Tue Mar 11 1997 13:57

    Someone else started one of these notes for a new version of Flight,
    but I think the scope was more limited then.  Its probably time for a
    new one.
    
    ---------------------
    
    For starters, you should know something about Kesmai's SVGA Air
    Warrior, Confirmed Kill, or Warbirds.  These flight sims were designed
    specifically for interactive dogfighting, either on paid services, like
    Genie, or on the internet, and they have pretty much set the trends. 
    Since multiplayer is one of the primary features that Flight offers,
    the ins and outs of internet play, and less than gentlemanly conduct
    are an area of concern.
    
    So one of the first requirements (beyond all the whiz-bang tecchie
    stuff) would be some type of token system, to protect a given world
    from incursions.  My first thought is that a craft or object would be
    submitted to a world designer, who would evaluate the appropriateness
    of the craft for his world.  Then an encrypted CRC token could be given
    to the designer, which would allow the craft to be used on that world.
    
    It would be up to the world designer to enforce or ignore limits on
    participating aircraft types.  So a true WWII world might have
    restrictions, whereas a fantasy world might allow anything (like 900
    foot tall blue pregnant ladies).
    
    Another feature I've seen is customization of craft.  In other words,
    flight characteristics might not be modifiable (or perhaps even
    geometry), but some level of aircraft coloration and insignias might be
    allowed.  Therefore, the aircraft design would have to be segmented
    into protected and unprotected sections.
    
    I still don't believe that solid modeling is essential, but it should
    be left as an option.  Frankly, although the bar is moving quickly, I
    think there is still room for a wireframe system that offers fast and
    accurate modeling.
    
    jeb
    
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1430.1PAULKM::WEISSTo speak the Truth, you must first live itWed Mar 12 1997 08:3914
Are you offering to help, Jim?

I'm the only one who has done anything since the release of V3.1, and I
didn't really finish what I started.  I was working on a full performance
overhaul, trying to really 'up the bar' for how many people could join into
one world and how fast they could interact.  I'd made some significant
progress, but no one seemed interested even in V3.1, so I pretty much shelved
it.

If there were some interested folks who'd be willing to put in some time, I
could see making an effort to make FLIGHT into a viable contender in today's
Flight Sim world.

Paul
1430.22954::FOLEYhttp://axel.zko.dec.comWed Mar 12 1997 11:1026

	Well, here's my thoughts. I haven't been in here in a long time
	and noticed a bunch of new replies.

	I think you should consider the following:

	Go public domain, outside of Digital. Get others from all
	over the world involved, similar to the Linux movement.
	Use newsgroups for discussion and moderated code updates.
	(person submits code to moderated newsgroup, it gets checked
	into source control by the moderators on his/her behalf)

	Start with a Win95/Windows NT based product. Use 
	the DirectX API's for things like video and joysticks and
	sound. Code to API's and let Microsoft worry about the 
	underlying stuff. Same with networking.

	Use an existing flight editor, like the one developed for
	Flight Simulator.

	Those are just a couple of thoughts. I'd prefer PC-based
	only because of the market share it holds. VMS/Unix/MAC
	are good systems, but not everyone has them.

							mike
1430.3YAIBPCBUOA::BAYJJim, PortablesWed Mar 12 1997 11:5319
    I have to admit, its intriguing.  But my hidden agenda is expanding my
    exposure to C++/MFC on Win95 platforms.  I wouldn't be interested in
    Pascal or VMS.  Depending on scope, such a project might require a
    Unix-based server that used TCP/IP, but it would have to have a
    PC-based "front-end" which is the area I'd be most interested in.
    
    But, yes, I am intrigued by multi-player flight sims.  I was a member
    of Genie for some time just for access to Air Warrior.  My complaint is
    that everyone wants to make a buck on the sim fanatics, and although I
    wouldn't mind appearing on lifestyles of the rich and famous, I'd
    rather see the concept of Flight moved to the public domain where
    everyone could enjoy it.
    
    I agree that moving outside the fire wall is the final goal, I don't
    know if thats realistic in the short-term.  But if someone has a T1
    line and they are willing to sponsor development, let me know!
    
    jeb
    
1430.4directXBGSDEV::COMEFORDThere's coffee in that Nebula !Thu Mar 13 1997 17:1623
Well here's my 2 cents worth.
I'd avoid the DirectDraw and Direct3d interfaces.
The directdraw interface doesn't run or runs poorly
on most modern 3d boards (it depends on a linear frame buffer
and most high end boards hide the frame buffer).
Direct3d is a nightmare to program especially because 
what is available in the interface varies from board to board.
A better 3d interface is OpenGL 1.1 (which conveniently comes
on all NT and windows 95 boxes). I'd stick with MFC or 
even use GLUT for the 2d part (GLUT is an interface library
built on top of OpenGL) The nice thing is that
a GLUT/OpenGL 1.1 port would work on all NT/ windows 95 boxes 
(better on stuff with a 3d card) and on UNIX boxes with
a 3d card. With reasnable 3d cards (Matrox Millenium) at about $400
and  better ones coming  this might be the way to go.

I of course assume you'll want to do surfaces and textures. 
That means new worlds, new vehicles etc etc. You're talking
alot of work. Spare time is something most of us have
darn little of these days :-).

Thanks,
Keith
1430.5RTL::DAHLFri Mar 14 1997 08:1233
I'm glad to see interest in flight simulation still around in DIGITAL. Here are
some miscellaneous thoughts.

John Buehler (the original FLIGHT author, now working for Microsoft) and Kevin
Farlee have spent some time in the last year on converting the FLIGHT Pascal
source code to C. I don't know the current state of this effort, but it was
well underway last I knew (using an automated translator of John's).

Depending on one's goals, it might be better to port the FLIGHT code or to
start a new code base:

     o	If it's basically to have FLIGHT on a new platform (e.g., Win32 client
	and Win32 or UNIX server), then porting would be faster.

     o	If it's to get a better simulator (visuals, physics modeling, etc.),
	then starting a new effort would perhaps be better. It would allow
	much more room for creativity, which might appeal to the software
	developers in the crowd. The FLIGHT sources could be consulted for
	ideas and perhaps algorithms.

RE Keith's reply:

>I of course assume you'll want to do surfaces and textures. 
>That means new worlds, new vehicles etc etc. You're talking
>alot of work.

You ain't kidding! It's been many years now, but I think that for me to make a
solid model of the AV-8B Harrier II aircraft (which I originally designed for
solids, including about twice as many model vertices as are used in the wire
frame representation) required on the order of 100 hours. Of course, it's a
more detailed model than would typically be necessary (containing some 1600
surface triangles), but it still gives an idea of the effort involved.
						-- Tom
1430.62954::FOLEYhttp://axel.zko.dec.comFri Mar 14 1997 08:4231

	I'll yield to Keiths more intimate knowledge of the DirectX api's.
	OpenGL sounds fine. The goal being that some of the drawing
	is offloaded to the video card.

	RE: port of existing FLIGHT

	I know I'd be happy with that! Provided, of course, that support
	is put in for PC joysticks. I don't think I could go from my
	Thrustmaster setup back to a mouse. Also, some support for
	sound would be cool. 

	Hmmm.. I just had an idea. If the simulator could make certain
	events available to other programs, it would be rather easy to
	write some VB code that could produce sounds based on an
	event.

	If plane_type equals "JET" and flight_mode equals "straight_level"
	then play jet1.wav

	If plane_type equals "jet" and model equals "F-16" and g_force
	.gt. "4" play g4.wav and groan.wav

	Hopefully someone gets my drift. :)

	Yea, taking the existing FLIGHT and taking advantage of some
	of the technology available in the past few years could be
	very cool and ALOT of fun.

							mike
1430.7Simulator Interaction with External ProgramsRTL::DAHLFri Mar 14 1997 11:2813
RE: <<< Note 1430.6 by 2954::FOLEY "http://axel.zko.dec.com" >>>

>	Hmmm.. I just had an idea. If the simulator could make certain
>	events available to other programs....

This would probably not be too hard. FLIGHT supports the reverse today, that
is, FLIGHT can be signalled from external programs to do certain things. I
recall that X events are the mechanism for communication.

This was developed so that the FLIGHTstick software could control an object,
and so that the Polhemus head-sensor software (that John played with) could
control the view. 
						-- Tom
1430.82954::FOLEYhttp://axel.zko.dec.comFri Mar 14 1997 11:5011

	This would also allow for alot of other neat things that
	could be done. If it was incorporated into the world
	server, then a simple ActiveX or Java applet could be
	written to show who is in the world from a web page.

	There's a whole host of other ideas, but I'll defer till
	something comes out to play with.

							mike
1430.9PCBUOA::BAYJJim, PortablesTue Mar 18 1997 16:475
    Anyone in touch with John?  Is his C port available, or would the
    effort have to be replicated here?
    
    jeb
    
1430.10RTL::DAHLWed Mar 19 1997 06:1611
RE: <<< Note 1430.9 by PCBUOA::BAYJ "Jim, Portables" >>>

>    Anyone in touch with John?  Is his C port available, or would the
>    effort have to be replicated here?

I converse via e-mail fairly frequently. His address is [email protected].
Kevin Farlee (DECwest) was working on the C translator with John last year.

I'm sure the current state of the C port (note: machine generated from the
Pascal original) could be obtained.
						-- Tom
1430.11Porting the existing code...CRAIGA::SCHOMPLord of the RingsFri Mar 28 1997 21:5116
A couple of reasons why:

1. No rayshade => fast play (render time + network communication time)
2. Wireframe descriptions may feed well into the VRML world.

BTW, I can't seem to find the latest kit anywhere... If I can get a full
up-to-date one with all the worlds, planes, etc, I'll try a convert to
VRML experiment.

$ dir LHOTSE::DKB0:[FLIGHT.KIT]
%DIRECT-E-OPENIN, error opening LHOTSE::DKB0:[FLIGHT.KIT]*.*;* as input
-RMS-E-FND, ACP file or directory lookup failed
-SYSTEM-F-UNREACHABLE, remote node is not currently reachable
$

Craig.
1430.12RTL::DAHLMon Mar 31 1997 07:5310
RE: <<< Note 1430.11 by CRAIGA::SCHOMP "Lord of the Rings" >>>

>BTW, I can't seem to find the latest kit anywhere... If I can get a full
>up-to-date one with all the worlds, planes, etc, I'll try a convert to
>VRML experiment.

LHOTSE went away a few months ago; sorry about that. I've got the V3.1 kit on
another machine, but it's not world-readable. I'll try to make it available,
and post another note.
						-- Tom
1430.13TAEC::BALLADELLISurfing with the AlienWed Apr 16 1997 11:356
    Tom, any news on the availability of the FLIGHT kit?
    
    I managed to put my hands on an old VAX.....
    
    Thanks,
    Micky
1430.14FLIGHT Kit on AIKAHIRTL::DAHLThu Apr 17 1997 09:217
RE: <<< Note 1430.13 by TAEC::BALLADELLI "Surfing with the Alien" >>>

>    Tom, any news on the availability of the FLIGHT kit?

Yes; sorry for the delay. The FLIGHT V3.1 kit is on node AIKAHI (61.634) in
directory DKA100:[FLIGHT.KIT]. 
						-- Tom
1430.15PCBUOA::BAYJJim, PortablesWed Jun 04 1997 12:146
    Gee, that died off quick...
    
    Any updates from John about the automated port?
    
    jeb
    
1430.16RTL::DAHLThu Jun 05 1997 12:326
RE: <<< Note 1430.15 by PCBUOA::BAYJ "Jim, Portables" >>>
    
>    Any updates from John about the automated port?

He hasn't mentioned it in a while. I'll ask him.
						-- Tom
1430.17RTL::DAHLThu Jun 05 1997 14:146
I asked John about his C-port activities. He hasn't done anything on it in
quite a while, and doesn't expect to any time soon (if ever).

Any and all interested Digits are welcome to work on FLIGHT, be it enhancing
the current code base or in using the current code as a jumping off point. 
						-- Tom
1430.18PCBUOA::BAYJJim, PortablesThu Jun 05 1997 15:4024
    Well, there you have it!  Question is, is that carte blanche, or death
    knell?
    
    I don't know where all the potential developers are located, but if
    there's any way to get enough of us in one room to try to develop some
    synergy, I think thats the way to start.
    
    I'll start by recommending Acton as being halfway between Marlboro and
    Nashua, specifically, Crossroads restaurant, since they have well hidden
    booths that seat 6-8.
    
    Anyone interested in a tete-a-tete?  I could be wrong, but I'd guess
    that if we can't get everyone in the same room at least once, the odds
    of doing a joint development effort by remote control are slim.  Or
    perhaps I just haven't caught up with the cyberspace generation.
    
    Though it shouldn't be hard to find my DTN, I'll deposit it here for
    convenience, since sometimes landline is more expedient than mail or
    notes:  DTN 244-6789.
    
    Anyone up for it?
    
    jeb