Originally published on https://www.justflight.com/articles/developers-diary-traffic-global-for-xplane-11 Welcome back, and congratulations on your persistence if you’ve been here from the start! This month’s diary needs to take a bit of a step back which, as will become clear, is very appropriate. I’d like to talk about something that happened during the internal beta, and I need to start by […]
Originally published on https://www.justflight.com/articles/developers-diary-traffic-global-for-xplane-11 Welcome back! So far in these diaries I’ve been trying to talk a bit about what the development of something like this feels like from the “other side”; not just a “what I did on my summer holidays”-type essay in multiple parts, but what the thought processes and drives are for someone […]
This has been a busy month to say the least. Firstly, the beta was announced last month which puts a certain amount of pressure on. More than that, it’s been a time of gathering threads together and trying to join them together without using too many granny knots.
Last month I made a promise – no more talk about traffic schedules – and you’ll be pleased to hear I plan to keep that promise, not least because it makes my head spin. This month I’ll dig a little deeper behind the scenes; we’ve already talked about the models, and the schedules, so next we need to tie the two together and track which planes are where, and a lot more besides. Oh, and (drama pause): Framerates.
After dealing with providing aircraft models and the actual traffic database – at least partly – last month, it’s time to take a step back and look at some of the design choices that were made, and why.
Last month if you recall, we found out that X-Plane makes it rather harder to add AI traffic than Prepar3D and briefly talked about the two different areas that will need to be covered – providing the routes and models, and getting the sim to use them.
Welcome to the dev diary for Traffic Global for X-Plane – TGXP to friends. I’m going to be talking about how this came about, what it does, what it doesn’t do, why, and quite a lot of what goes into making it work. There’s going to be a certain amount of techy background detail – hey, it’s a dev diary – but I want this to be open to anyone with a little interest in what goes into making your sim a nicer place to be.