Comments on: Curved Roads https:/2010/11/curved-roads/ Developer resources for the X-Plane flight simulator Tue, 01 Feb 2011 19:02:44 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Anonymous https:/2010/11/curved-roads/#comment-129 Mon, 22 Nov 2010 21:49:16 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-129 to show xp10 screenshots or not to show xp10 screenshots that is the question

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By: Anonymous https:/2010/11/curved-roads/#comment-130 Sat, 20 Nov 2010 09:06:12 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-130 I second that! High resolution Mesh is so important, it comes in my list much highter then hign resolution textures. You just can´t have a nice 7cm resolution texture is your mesh isn´t at least 72m, and of course, lots of place has even more detailed ones, like 19m for the entire USA, I´m pretty sure Europe has one of those too.

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By: Benjamin Supnik https:/2010/11/curved-roads/#comment-131 Fri, 19 Nov 2010 15:10:10 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-131 New DSF render will use OSM and output curves into the DSFs. The open source scenery tools code actually has the algorithm we use to bezier-ize points.

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By: Keith Smith https:/2010/11/curved-roads/#comment-132 Fri, 19 Nov 2010 15:05:02 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-132 Fantastic work as always, love the pic, too, very informative, and the cliff shader sounds like a great way to go.

Is there going to be a new render of the global scenery (DSFs) for V10 that will include curved roads? I assume so, otherwise people aren't going to benefit from this feature without using new custom scenery, but I wanted to check for sure.

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By: Anonymous https:/2010/11/curved-roads/#comment-133 Fri, 19 Nov 2010 10:45:10 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-133 "99% confidence that X-Plane 10 will feature bezier curved roads" … lets hope the 1% isn't a show stopping bug that will turn your computer monitor into a death-ray >_>

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By: Anonymous https:/2010/11/curved-roads/#comment-134 Thu, 18 Nov 2010 19:42:40 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-134 sorry to ask this here, but is the xplane binary optimized for some kind of processors?
would different binaries, optimized for different processor benefit xplane?
for example, a version for processors with sse2
it should be faster than a binary for a generic arch, right?
it's just an option that you pass to the compiler, that won't give you more work
cant xplane have this?

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By: Anonymous https:/2010/11/curved-roads/#comment-135 Wed, 17 Nov 2010 02:09:41 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-135 How this will fit with OSM ? Any idea ?

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By: Anonymous https:/2010/11/curved-roads/#comment-136 Tue, 16 Nov 2010 22:06:37 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-136 A little off-topic, but there is one thing that I would like to know: how do you manage to work, post (multiple) blog entries, answer e-mails and comments, and everything else with only 24 hours per day? 🙂

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By: Benjamin Supnik https:/2010/11/curved-roads/#comment-137 Tue, 16 Nov 2010 20:42:48 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-137 Anything that makes roads compatible with v9 will continue to make _non-curved_ roads, which the sim will handle just fine.

You'll have to do something different to get curves; curves are "opt-in".

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By: Anonymous https:/2010/11/curved-roads/#comment-138 Tue, 16 Nov 2010 20:39:36 +0000 http://www.x-plane.com/dev_blog/?p=24#comment-138 Will this new feature work with present road-maker software? I mean, will we be able to continue working like we do now, or will this implementation need new programs?

Alejandro G.

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