Domain: flightgear.org
Stories and comments across the archive that link to flightgear.org.
Comments · 128
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Flight simulators.....
How about flight simulators ?
Search And Rescue "changes the pace of recent sterotypical game themes and aims to create a plot based on positive goals such as saving victims in varying situations of distress. "
Flight Gear is also cool and has binaries for both linux and win32.
There is also Fly II.
And of course, there is also Microsoft's flight simulator product. -
Flightgear?
Why give props to MS for their flightsim, when there is a great open flightsim available? Flightgear generates its scenery from terrain maps generated by the U. S. Geological Survey.
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Re:What about force-feedback?AFAIK, the force-feedback mechanisms use proprietary protocols, and the manufacturers have refused to release information about those devices.
On the other hand, look at this: http://www.flightgear.org/Projects/RayChair/raych
a ir.htmlNow that's force-feedback.
Oh, and it was 3 networked boxen (one per display), running Linux. The controls are as shown on the bottom of the page -- a flight yoke and rudder pedals (both USB).
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Here's a couple I like
Twilight 3D claims to have an SDK which will save you 7570 man-hours of coding time, which is a multi-plaform multimedia framework and 3D engine.
Crystal Space is a free 3D engine which is supported on multiple platforms, or
Flight Gear is around for those who'd like to code a Flight Sim of some sort.
All of the above are noted for their portable API and I've been following their progress for some time now. I hope this helps. -
You forgot to mention...
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FlightgearFlightgear (www.flightgear.org) runs nicely under XF4.0. I work with the main author (actually, I drink and play video games while he works, but I digress...). We had it running on some new P3 850 MHz machines with GeForce2 cards. One was running Debian and the other was running Win95.
Flightgear is also running on one of the old flight simulators here at work. Someone else has Flightgear running on a motion chair that was at Linux World Expo (link here - it's the third image down).
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FlightgearFlightgear (www.flightgear.org) runs nicely under XF4.0. I work with the main author (actually, I drink and play video games while he works, but I digress...). We had it running on some new P3 850 MHz machines with GeForce2 cards. One was running Debian and the other was running Win95.
Flightgear is also running on one of the old flight simulators here at work. Someone else has Flightgear running on a motion chair that was at Linux World Expo (link here - it's the third image down).
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FlightgearFlightgear (www.flightgear.org) runs nicely under XF4.0. I work with the main author (actually, I drink and play video games while he works, but I digress...). We had it running on some new P3 850 MHz machines with GeForce2 cards. One was running Debian and the other was running Win95.
Flightgear is also running on one of the old flight simulators here at work. Someone else has Flightgear running on a motion chair that was at Linux World Expo (link here - it's the third image down).
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Flight sims don't have to be battle simsFor an example of the opposite, check out Flightgear. Flight sims can be complex (and fun!) enough without having to worry about being shot down by SAMs.
Cheers
//Johan -
And FlightGear ???
What about Flightgear ??? At least, it's already usable! I tried it, and with OpenGL, it's pretty impressive.
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I could go for that...
A combat flight sim for Linux would be cool, although, you might be able to use an existing sim from the windows world if you use wine. X-Plane works great under Linux using wine. IMHO, it's one of the best flight sims out there, but it does lack the ability to shoot/kill other entities besides yourself. I wonder how tough it would be to get flightgear working?
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Re:They're dying for a reason
Has anyone seen FlightGear?!
Dead? Probably not ;-). -
Re:Flight Sims for _______?Oh well, such a group of people certainly does not exist.
I have the pleasure of telling you about one such community. Find out more here. There are people from the UIUC air disaster research department donating flight models, there's work on X15 and hot-air balloon models being done, pilots from all over the place contributing advice (and code, in some cases), and some excellent core developers. Flightgear implements some truly amazing features (like an elliptoid world model; accurate geographical modelling of the whole world; complete simulation of all astral bodies according to date, time, geographic location; etc.) that has really impressed flight instructors all over the place. It's still in heavy development, especially the new flight model and the weather/scenery code.
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FlightGearHave you had a look at the FlightGear project?
FlightGear is a OS flight simulator that's understanding as well as creating GPS coordinates. So you can use it as a real 3D 'moving map'.
BTW: Real is as reals as it gets as FlightGear has the correct elevations of the earth as it uses DEMs. -
What's holding Linux back? for me at least...
Falcon 4.0
Flight Simulator
Flight Unlimited
The Janes series
etc.
Or more generally: sophisticated 3D games, which go beyond the FPS à la Doom/Quake/Unreal.
This is the main reason why I dual boot into Win these days. For actual work, I've found pretty much everything I need on the Linux side (however, once I'm already in Win, it's a lot faster to just fire up word rather than reboot into linux, especially since my personal files are available trough both samba and nfs)
...And I know about flightgear, thank you.
Am I alone here? -
Re:except
Given a choice, people will use what they think is best.
It's not impossible to support more than one platform.
There is such a thing as a cross compiler, y'know.
Actually, FlightGear is a good example. Some of the developers use MSVC on windows, some use various Unices and everybody runs the same code. There Mac binaries floating around too IIRC. -
Sites with more mainstream E3 coverageinclude bluesnews, PC Gamer and Cnet. (Strangely, a quick search at ZDnet got no relevant links for "E3"
... but then, I hate searching that site, so I didn't dig much.)
There really was a lot going on at E3. Free software is a pretty small part of it in some ways, but an important one not covered much elsewhere. Sort of like that bumpersticker that says "it'd be nice if one day the Air Force has to hold a bake sale to buy weapons and the local elementary school gets all the books it needs" (heavily paraphrased of course)
... Free Oses make what I hope will eventually become the platform of choice for games. The best example of what I'd like to see is the elusive but rad-looking FlightGear ... I want that, but for submarines:)
timothy
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Re:I want a flight sim
Well there's FlightGear . It's not everything, but it's a better sim than many commercial air-combat sims.
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Uhhh, AGP 3DFX III ain't no SGILet's be clear, Tom Sweeny's got my money for Unreal Tournament... and it plays in Linux on my cheap-ass Voodoo II card wonderfully. UT is plenty fun. But to compare even a high end AGP 3Dfx or NVIDIA card against serious SGI iron is just plain wrong. He's got a point that the newer 3D cards are good... they finally support 32 bit color (earlier 3Dfx cards like mine only support 16bit), they're reasonably fast... but they don't hardware acclerate anything but pushing pixels out to the display. Here's what Steve Baker wrote on the FlightGear Hardware Requirements page for a simple overview of the differences between high end 3D acceleration and what we're using on our PC's. I quote:
"The important thing to think about when considering the performance of 3D cards is that the present generation of consumer-level boards only speed up the
Now, I'm nitpicking. It's a cool article from a cool guy, who just made a minor exaggeration. Oh, and Flightgear is one Free Software (GPL) project you want to track... if you've got even a cheap-ass 3D accelerator (like me), and are into flight simulators, this is one cool project!
pixel-pushing side of things.
When you are drawing graphics in 3D, there are generally a hierarchy of things to do:
1.Stuff you do per-frame (like reading the mouse, doing flight dynamics)
2.Stuff you do per-object (like coarse culling, level-of-detail)
3.Stuff you do per-polygon or per-vertex (like rotate/translate/clip/illuminate)
4.Stuff you do per-pixel (shading, texturing, Z-buffering, alpha-blend)
On a $1M full-scale flight simulator visual system, you do step (1) in the main CPU, and the hardware takes care of (2), (3) and (4)
On a $100k SGI workstation, you do (1) and (2) and the hardware takes care of (3) and (4)
On a $200 PC 3D card, you (or your OpenGL library software - which runs on the main CPU) do (1), (2) and (3) and the hardware takes care of (4).
On a machine without 3D hardware, the main CPU has to do everything." :-) -
Uhhh, AGP 3DFX III ain't no SGILet's be clear, Tom Sweeny's got my money for Unreal Tournament... and it plays in Linux on my cheap-ass Voodoo II card wonderfully. UT is plenty fun. But to compare even a high end AGP 3Dfx or NVIDIA card against serious SGI iron is just plain wrong. He's got a point that the newer 3D cards are good... they finally support 32 bit color (earlier 3Dfx cards like mine only support 16bit), they're reasonably fast... but they don't hardware acclerate anything but pushing pixels out to the display. Here's what Steve Baker wrote on the FlightGear Hardware Requirements page for a simple overview of the differences between high end 3D acceleration and what we're using on our PC's. I quote:
"The important thing to think about when considering the performance of 3D cards is that the present generation of consumer-level boards only speed up the
Now, I'm nitpicking. It's a cool article from a cool guy, who just made a minor exaggeration. Oh, and Flightgear is one Free Software (GPL) project you want to track... if you've got even a cheap-ass 3D accelerator (like me), and are into flight simulators, this is one cool project!
pixel-pushing side of things.
When you are drawing graphics in 3D, there are generally a hierarchy of things to do:
1.Stuff you do per-frame (like reading the mouse, doing flight dynamics)
2.Stuff you do per-object (like coarse culling, level-of-detail)
3.Stuff you do per-polygon or per-vertex (like rotate/translate/clip/illuminate)
4.Stuff you do per-pixel (shading, texturing, Z-buffering, alpha-blend)
On a $1M full-scale flight simulator visual system, you do step (1) in the main CPU, and the hardware takes care of (2), (3) and (4)
On a $100k SGI workstation, you do (1) and (2) and the hardware takes care of (3) and (4)
On a $200 PC 3D card, you (or your OpenGL library software - which runs on the main CPU) do (1), (2) and (3) and the hardware takes care of (4).
On a machine without 3D hardware, the main CPU has to do everything." :-) -
Re:what id like to see....
Ah, but there is one. www.flightgear.org is an open source flight sim project that has been in development for some time now. I don't know what the latest status is, but if it's ever finished it should be quite something (as opposed to quite nothing, which of course nobody wants).
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Re:All well and good, but..
Check out Flightgear.org if you're looking for a flightsim. It's still under development, but it looks pretty promising!
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Re:Comparison to Pro Graphics?
It's there--competitive with at least the low-end SGI hardware. Basically, there is a hierarchy of computations in 3-D graphics. (Copied from the flightgear hardware requirements page.)
- Stuff you do per-frame (like reading the mouse, doing flight dynamics)
- Stuff you do per-object (like coarse culling, level-of-detail)
- Stuff you do per-polygon or per-vertex (like rotate/translate/clip/illuminate)
- Stuff you do per-pixel (shading, texturing, Z-buffering, alpha-blend)
At each level of the hierarhcy the amount of computation goes up an order of magnitude or so. The GeForce256 moves up the hierarchy to the per-polygon level, providing, (eventually, when the software properly supports it) an order-of-magnitude improvement in 3-D rendering, just like an SGI system does. There is apparently going to be Linux OpenGL support, too. Price, I believe, is in the $250 range.
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take a look!
Gimp
X-Accountant (Quicken Clone)
Quicken for linux?
Flight Gear
One educational program:
Nightfall
look before you speak, this took my 3 minutes to find. :) -
Re:I want the dataset for that 3d map
We should translate the data to the FlightGear open source flight-sim format. Then hack that so it takes into account the lower gravity and lower air pressure. It would be interesting to see how planes designed for Mars would differ from those designed for Earth.
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Linux Flight Simulation
Licensed under the GPL, looking for any contributions, pretty nice already-- Flight Gear.
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Re:Any Linux Flight Sims?Anybody out there know of a Linux flight simulator?
http://www.flightgear.org/ is an open-source flight simulator that has a port to Linux.
They describe on their website:
The Flight Gear Flight Simulator project is a free, open-source, multi-platform, cooperative flight sim development project. Source code for the entire project is available and licensed under the GPL. The Flight Gear project is working to create a sophisticated flight simulator framework for the development and pursuit of interesting flight simulator ideas. We are developing a good basic sim that can be expanded and improved upon by anyone interested in contributing. There are many exciting possibilties for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
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Flight Sim
Check out flightgear. Site seems pretty slow today, but there are mirrors listed.