SDSX Requirements: Difference between revisions

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'''FIRST DRAFT DESCRIPTION FOR NEW SCENERY DESIGN TOOL'''  
'''SECOND DRAFT DESCRIPTION FOR NEW SCENERY DESIGN TOOL'''  


WORKING NAME: Scenery Design Studio X [SDSX]


DESIGN PLATFORM: dotNet 2.0


Draft Version 0.2 (Sept 30, 2006)


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)
WORKING NAME
* Scenery Design Studio X [SDSX]


PROGRAM LICENSE: Freeware
PROGRAM LICENSE
* Freeware


This covers a Phase 1 tool. - Future extensions such as adding new scenery elements should be possible via plug-in technology. These would include land class, mesh etc
DEVELOPER
* FSDevelopers.com


OBJECTIVE:
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:
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
* enable users to view, modify and create FSX scenery in a graphical environment using drag and drop techniques.
* 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
* handle all existing FS9 and FSX XML based objects and effects
* create 'compound objects' such as fence lines, area fills and so on.
* create 'compound objects' such as fence lines, area fills and so on.
* Display background images
* display background images
* Display background geographical information (road, rail, coastlines, elevation data etc) either by reading from the Sim or from GIS data Sources.
* display background geographical information (road, rail, coastlines, elevation data etc) either by reading from the Sim or from GIS data Sources.
* 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
* compile and deploy FSX scenery bgls.
* compile and deploy FSX scenery bgls.
* provide analysis tools related to scenery
* provide analysis tools related to scenery
* manage object libraries  
* manage object libraries  
* Operate in either a stand alone mode or in client/server mode for co-operative working with design teams
* 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 FORMAT
* 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
 
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


TARGET AUDIENCE: Cater for casual as well as power users
TOOLS, DESIGN STRANDARDS. PLATFORM ETC


TARGET SIM: FSX
TOOLS
* IDE – minimum C# Express
* Standards - FXCop
* Documentation - ??
* Testing - ??


INPUT FORMATS: FS9, FSX, Shape Files, GIS Data
DESIGN PLATFORM
* dotNet 2.0 or 3.0


OUTPUT FORMATS: FSX (May also include an XML output)
OPERATING SYSTEM
* minimum requirements – XP SP2 Home Edition


DATA STORAGE FORMAT: To be agreed
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)


USER INTERFACE: 2D top down GUI using the Visual Studio IDE as a model enabling drag and drop from toolboxes, creation of objects parameters using property lists and so on.
DESIGN STANDARDS
* Microsoft Standards as embodied in FXCop  - rules to be defined


A 3D interface would be expected as part of a later phase
COMPONENTS
* managed NET libraries
* avoid using COM based


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

Revision as of 07:38, 5 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 FORMAT

  • 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

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, DESIGN STRANDARDS. PLATFORM ETC

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