SDSX Requirements: Difference between revisions

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(Second Draft)
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Draft Version 0.2 (Sept 30, 2006)
Draft Version 0.2 (Sept 30, 2006)


WORKING NAME
==Working Name==
* Scenery Design Studio X [SDSX]
* Scenery Design Studio X [SDSX]


PROGRAM LICENSE
==Program License==
* Freeware
* Freeware


DEVELOPER
==Developer==
* FSDevelopers.com
* FSDevelopers.com


INTRODUCTION
==Introduction==
This is a new Scenery Design Tool for use with FSX.  It is being developed on a co-operative basis by members of FSDevelopers.com.
This is a new Scenery Design Tool for use with FSX.  It is being developed on a co-operative basis by members of FSDevelopers.com.


It is expected to be a multi phase development and this description covers Phase 1. Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc
It is expected to be a multi phase development and this description covers Phase 1. Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc


OBJECTIVE
==Objective==
To develop a Scenery Design Tool with the ability to:
To develop a Scenery Design Tool with the ability to:
* read FS9 and FSX XML based scenery BGLs
* read FS9 and FSX XML based scenery BGLs
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* be flexible in design so that new objects, simple or compound can be added without the need to change or re-compile the base program. These should be addable by using plug-in components
* be flexible in design so that new objects, simple or compound can be added without the need to change or re-compile the base program. These should be addable by using plug-in components


TARGET AUDIENCE
==Target Audience==
* The tool should be usable by a wide range of users from casual to scenery design teams.   
* The tool should be usable by a wide range of users from casual to scenery design teams.   


TARGET SIM
==Target Sim==
* FSX
* FSX


INPUT FORMATS
==Input Formats==
* FS9 and FSX bgl and mdl  
* FS9 and FSX bgl and mdl  
* Shape Files
* Shape Files
* GIS Data
* GIS Data


OUTPUT FORMATS
==Output Formats==
* The program needs to be able to generate FSX Scenery BGL Files
* The program needs to be able to generate FSX Scenery BGL Files
* It may also generate XML or other format output if required and useful
* It may also generate XML or other format output if required and useful


DATA STORAGE FORMAT
==Data Storage Formats==
* To be agreed
* To be agreed


USER INTERFACE
==User Interface==
* In this phase it will provide a 2D top down GUI using the Visual Studio IDE as a model  
* In this phase it will provide a 2D top down GUI using the Visual Studio IDE as a model  
Scenery objects/elements in  toolboxes with drag and drop to the work area
Scenery objects/elements in  toolboxes with drag and drop to the work area
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A 3D interface would be expected as part of a later phase  
A 3D interface would be expected as part of a later phase  


DESIGN PHILOSOPHY/PATTERNS
=Tools, Design Standards, etc.=
 
==Design Philosophy/Patterns==
* Microsoft Smart Client Factory based Client
* Microsoft Smart Client Factory based Client
* Separation of GUI from Data using the Model View Presenter (MVP) Pattern
* Separation of GUI from Data using the Model View Presenter (MVP) Pattern
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* Extensions to the program for new/additional scenery object types via plug ins which will require an SDK.  It should also be possible to add new compiler/decompiler options via plug-ins
* Extensions to the program for new/additional scenery object types via plug ins which will require an SDK.  It should also be possible to add new compiler/decompiler options via plug-ins


TOOLS, DESIGN STRANDARDS. PLATFORM ETC
==Tools==
 
TOOLS
* IDE – minimum C# Express
* IDE – minimum C# Express
* Standards - FXCop
* Standards - FXCop
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* Testing - ??
* Testing - ??


DESIGN PLATFORM
==Design Platform==
* dotNet 2.0 or 3.0  
* dotNet 2.0 or 3.0  


OPERATING SYSTEM
==Operating System==
* minimum requirements – XP SP2 Home Edition
* minimum requirements – XP SP2 Home Edition


PRIMARY DESIGN LANGUAGE
==Primary Design Language==
* C#  although plug-in modules and self contained parts of the program could be created in any CLR compliant language and compiled to dlls (i.e must be managed)
* C#  although plug-in modules and self contained parts of the program could be created in any CLR compliant language and compiled to dlls (i.e must be managed)
Display handled by (choice of GDI+, DirectX,  OpenGL OR WPF)
Display handled by (choice of GDI+, DirectX,  OpenGL OR WPF)


DESIGN STANDARDS
==Design Standards==
* Microsoft Standards as embodied in FXCop  - rules to be defined
* Microsoft Standards as embodied in FXCop  - rules to be defined


COMPONENTS
==Components==
* managed NET libraries
* managed NET libraries
* avoid using COM based
* avoid using COM based


[[category:Scenery design]]
[[category:Scenery design]]

Revision as of 16:26, 6 October 2006

This is the requirements document for the future Scenery Design Suite X (SDSX) tool. For discussions about this tool, please use the SDSX forum.


SECOND DRAFT DESCRIPTION FOR NEW SCENERY DESIGN TOOL


Draft Version 0.2 (Sept 30, 2006)

Working Name

  • Scenery Design Studio X [SDSX]

Program License

  • Freeware

Developer

  • FSDevelopers.com

Introduction

This is a new Scenery Design Tool for use with FSX. It is being developed on a co-operative basis by members of FSDevelopers.com.

It is expected to be a multi phase development and this description covers Phase 1. Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc

Objective

To develop a Scenery Design Tool with the ability to:

  • read FS9 and FSX XML based scenery BGLs
  • enable users to view, modify and create FSX scenery in a graphical environment using drag and drop techniques.
  • handle all existing FS9 and FSX XML based objects and effects
  • create 'compound objects' such as fence lines, area fills and so on.
  • display background images
  • display background geographical information (road, rail, coastlines, elevation data etc) either by reading from the Sim or from GIS data Sources.
  • compile and deploy FSX scenery bgls.
  • provide analysis tools related to scenery
  • manage object libraries
  • operate in either a stand alone mode or in client/server mode for co-operative working with design teams
  • be flexible in design so that new objects, simple or compound can be added without the need to change or re-compile the base program. These should be addable by using plug-in components

Target Audience

  • The tool should be usable by a wide range of users from casual to scenery design teams.

Target Sim

  • FSX

Input Formats

  • FS9 and FSX bgl and mdl
  • Shape Files
  • GIS Data

Output Formats

  • The program needs to be able to generate FSX Scenery BGL Files
  • It may also generate XML or other format output if required and useful

Data Storage Formats

  • To be agreed

User Interface

  • In this phase it will provide a 2D top down GUI using the Visual Studio IDE as a model

Scenery objects/elements in toolboxes with drag and drop to the work area objects parameters using property lists. A 3D interface would be expected as part of a later phase

Tools, Design Standards, etc.

Design Philosophy/Patterns

  • Microsoft Smart Client Factory based Client
  • Separation of GUI from Data using the Model View Presenter (MVP) Pattern
  • Observer Pattern for interaction between objects
  • Extensions to the program for new/additional scenery object types via plug ins which will require an SDK. It should also be possible to add new compiler/decompiler options via plug-ins

Tools

  • IDE – minimum C# Express
  • Standards - FXCop
  • Documentation - ??
  • Testing - ??

Design Platform

  • dotNet 2.0 or 3.0

Operating System

  • minimum requirements – XP SP2 Home Edition

Primary Design Language

  • C# although plug-in modules and self contained parts of the program could be created in any CLR compliant language and compiled to dlls (i.e must be managed)

Display handled by (choice of GDI+, DirectX, OpenGL OR WPF)

Design Standards

  • Microsoft Standards as embodied in FXCop - rules to be defined

Components

  • managed NET libraries
  • avoid using COM based