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Network OGLAClient alpha 091016:
orbides.1gb.ru/orbf/ogla_thinclient_091016.zip
Latest: http://orbides.1gb.ru/orbf/ogla_thinclient_091019.zip , info in post #12
Compatible with Orbiter beta 090729 and 091015.
What is it?
It is a set of 2 programs:
1. OGLAClient ( see http://www.orbiter-forum.com/showthread.php?t=10483 ) server, an Orbiter graphics client add-on that broadcasts Orbiter graphics client interface to the clients connected to it by TCP/IP.
2. Linux/Windows OGLA thin client - an graphics TCP/IP client to be connected to [1].
To run - Run Orbiter_ng, activate the OGLAClient_server module, run.
Then, run the client part with server as parameter. If server is not specified, localhost is used.
Client part accept parameters, --udp will receive the state vectors as UDP packets. For it to work, you should also set the server to send over UDP in visual settings configurator (button, right column, last checkbox).
What is it supposed to do?
[1] is a server part of OGLAClient, that can transmit the scene over network, to the clients that do the drawing.
For the moment it can show most of the scene - meshes are transmitted over the network, since there is no way to determine which is what, textures are loaded from the disk on client end.
Surface bases are not supported, some 2D stuff is sent over, but not drawn yet.
The input is accepted in the server's window, the clients can't send the input back to the server, for variety of reasons.
Why?
One scheme is to run Orbiter under WINE or some kind of VM, and let the platform-independent graphics part connect to it over the local network, thus allowing to run it with native performance. I guess it won't quite work.
Second scheme, one to be developed, is to have a server running on a big PC, while a bunch of thin clients on weak PC's will show the image and MFD's on multiple screens, like simpit.
With some work it would be able to transmit MFD's separately, or even run as graphics on main system, transferring MFD's to other place.
Third scheme - a server with a mission going on, and observers connecting the clients to watch the mission. With some optimization, the data rate will be way less than any streaming video of the same quality.
Any ideas are welcome
Consider it as open project - Linux, Windows, Network, OGLA engine.
What do you want to see being made out of these?
Also, does it even work, and why doesn't it work for you?
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